[RELZ] Wrye Bash -- Thread 44

Post » Sat May 28, 2011 1:31 pm

Read above - grab the tarball


Wow. Tarballs. That's a new one. Got the tarball. I know nothing of this thing. Do I simply overwrite the moby and data folders that are included within it? And if so will I lose things I've done with Wrye Bash?
User avatar
Dan Stevens
 
Posts: 3429
Joined: Thu Jun 14, 2007 5:00 pm

Post » Sun May 29, 2011 1:44 am

Wow. Tarballs. That's a new one. Got the tarball. I know nothing of this thing. Do I simply overwrite the moby and data folders that are included within it? And if so will I lose things I've done with Wrye Bash?

The tarball is basically the same as the archive distributions on TesN (Yes you do just extract to Oblivion and say overwrite and no it won't destroy things you've done with Wrye Bash - well unless you've changed the sourcecode in which case you'd want to merge it... but I feel fairly safe to guess that you haven't done that).
Pacific Morrowind
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Sat May 28, 2011 1:35 pm

Just extract the mopy and data folders into your Oblivion folder so they merge with the existing ones. Overwrite any files it asks to.

You shouldn't lose anything at all.
User avatar
Bambi
 
Posts: 3380
Joined: Tue Jan 30, 2007 1:20 pm

Post » Sat May 28, 2011 4:34 pm

Thanks both of you! :)
User avatar
Peter P Canning
 
Posts: 3531
Joined: Tue May 22, 2007 2:44 am

Post » Sat May 28, 2011 11:01 am

I'm having problems understanding how mod installing/uninstalling actualy works. And then I mean how it Wórks, not by clicking the 'install' button. The Install order seems to be a important feature in this, unsurprisingly, because if 2 mods want to overwrite the same file one has to win (is that correct?). But in that case, where does the other file 'stay'? If you say overwrite you throw the file away, right? And if this is so important, how come you can't change this in OBMM?

God, even after days of RTFM modding remains so confusing and complicated for someone who normaly only uses programms instead of 'making' them. I mean, I'm good at folowing instructions, but every time you resolve an issue 3 new ones seem to arise. For example, after adding my latest 3 or so mods to FCOM incompatibilities are popping up everywhere and I can't figure out how to get rid of them short of using my oblivion backup folder...:@

Well sorry for that rant anyway. :P
User avatar
Steph
 
Posts: 3469
Joined: Sun Nov 19, 2006 7:44 am

Post » Sat May 28, 2011 8:21 pm

I'm having problems understanding how mod installing/uninstalling actualy works. And then I mean how it Wórks, not by clicking the 'install' button. The Install order seems to be a important feature in this, unsurprisingly, because if 2 mods want to overwrite the same file one has to win (is that correct?). But in that case, where does the other file 'stay'? If you say overwrite you throw the file away, right? And if this is so important, how come you can't change this in OBMM?

with Wrye Bash:
the package with the later install order will win, the earlier install order package will not have the conflicting file copied out of it; both files stay in their package but the one you say to install second wins with any conflicts when the contents are copied to Oblivion/data.
God, even after days of RTFM modding remains so confusing and complicated for someone who normaly only uses programms instead of 'making' them. I mean, I'm good at folowing instructions, but every time you resolve an issue 3 new ones seem to arise. For example, after adding my latest 3 or so mods to FCOM incompatibilities are popping up everywhere and I can't figure out how to get rid of them short of using my oblivion backup folder...:@

Well sorry for that rant anyway. :P

you could just remove those three mods (and rebuild patch) and it would probably go back to however stable it was before.
Pacific Morrowind
User avatar
Kayleigh Williams
 
Posts: 3397
Joined: Wed Aug 23, 2006 10:41 am

Post » Sun May 29, 2011 2:57 am

I noticed that the Scroll Bar position doesn't change, only the sub-package list is positioned at the top of the list. If you click the Scroll Bar Slider, the correct position is restored - still a hassle, but hopefully some additional information to help you find the cause.

Thanks

The Esp/m Filter stays put now, I hadn't noticed it in the Sub-Package list before...
User avatar
Fanny Rouyé
 
Posts: 3316
Joined: Sun Mar 25, 2007 9:47 am

Post » Sat May 28, 2011 4:49 pm

Just wanted to mention the following issue with Wrye Bash and Luchaire Better Redguards (using Robert Male Body v5).
My Load list:
Spoiler
Active Mod Files:00  Oblivion.esm01  Unofficial Oblivion Patch.esp  [Version 3.2.6]++  MaleBodyReplacerV5Beta.esp02  EVE_KhajiitFix.esp**  Better Redguard v2.esp03  Bashed Patch, 0.esp


with this load list mod, the Redguard I'm getting at character creation dont have the right Luchaire Face (the body is OK but the face is still the old redguard Oblivion vanilla).
The only way getting this mod fully working is to activate Better Redguard v2.esp !!!
So the tag Nomerge (or deactivate + Import Face) as suggested by Wrye Bash is not working
(even Tweak Actors -> Redguard FSTG Nuller activated or deactivated doesn't solve anything).
User avatar
Jodie Bardgett
 
Posts: 3491
Joined: Sat Jul 29, 2006 9:38 pm

Post » Sat May 28, 2011 1:17 pm

Just installed v285.
When I rename Rename_CBash.dll to 'CBash.dll' Wrye Bash will not start.
By the way, I have vc2500 runtime and MSVCP80.dll on my computer.

What do I wrong?
User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Sat May 28, 2011 2:24 pm

Probably nothing, Zoar5. It's likely been fixed for the next release of CBash. For now, either delete CBash.dll, or rename CBash.dll back to Rename_CBash.dll.
User avatar
RObert loVes MOmmy
 
Posts: 3432
Joined: Fri Dec 08, 2006 10:12 am

Post » Sat May 28, 2011 11:29 pm

Traceback (most recent call last):
File "F:\Oblivion\Mopy\basher.py", line 4921, in Execute
raise
File "F:\Oblivion\Mopy\basher.py", line 4880, in Execute
patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!
File "F:\Oblivion\Mopy\bosh.py", line 14262, in initData
patcher.initData(SubProgress(progress,index))
File "F:\Oblivion\Mopy\bosh.py", line 15720, in initData
actorFactions.readFromMod(srcInfo)
File "F:\Oblivion\Mopy\bosh.py", line 11552, in readFromMod
self.readFactionEids(modInfo)
File "F:\Oblivion\Mopy\bosh.py", line 11528, in readFactionEids
for record in modFile.FACT:
AttributeError: 'NoneType' object has no attribute 'FACT'

recent error on patch creation.
User avatar
jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Sat May 28, 2011 8:57 pm

recent error on patch creation.

I had that on 421, but not with 442, not sure Where the release was, may have been 421...
User avatar
jason worrell
 
Posts: 3345
Joined: Sat May 19, 2007 12:26 am

Post » Sat May 28, 2011 4:43 pm

recent error on patch creation.

Disable Import Factions or disable CBash (rename the dll to anything ohter than CBash.dll) or upgrade to the latest SVN revision.
Pacific Morrowind
User avatar
Charlotte Lloyd-Jones
 
Posts: 3345
Joined: Fri Jun 30, 2006 4:53 pm

Post » Sat May 28, 2011 2:40 pm

Disable Import Factions or disable CBash (rename the dll to anything ohter than CBash.dll) or upgrade to the latest SVN revision.
Pacific Morrowind

upgrading now... :celebration:
User avatar
Joe Bonney
 
Posts: 3466
Joined: Tue Jul 17, 2007 12:00 pm

Post » Sat May 28, 2011 12:03 pm

Did the changes to the INI edits tab that allows you to edit mod INI files ever get committed?

If so, are there instructions for it?
User avatar
Jerry Jr. Ortiz
 
Posts: 3457
Joined: Fri Nov 23, 2007 12:39 pm

Post » Sat May 28, 2011 2:53 pm

Hello,

I've noticed an issue with my game after a recent clean install of Oblivion. It seems as though some of the mods merged into the Bashed Patch are not taking effect - notably the quest delayers (TOTF and Knights). I'm not sure if other mods merged into the Bashed Patch are not in effect, as I've only played an hour or so before noticing this issue. As far as I know, the mods I have loaded are the most recent releases, I have installed Wrye Bash's prerequisites, and I've used BOSS to sort my load order with some minor shuffling, mainly equipment-related. I'd appreciate any insight.

Spoiler
Active Mod Files:00  Oblivion.esm01  underdark.esm02  GTAesgaard_2.esm03  Silgrad_Tower_T.esm04  Windfall.esm05  Jog_X_Mod.esm06  ScreenEffects.esm07  You Are Here.esm08  StaticAlchemyMod.esm09  All Natural Base.esm  [Version 0.9.9]0A  Francesco's Leveled Creatures-Items Mod.esm0B  Francesco's Optional New Items Add-On.esm0C  Cobl Main.esm  [Version 1.72]0D  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]0E  Mart's Monster Mod.esm  [Version 3.7b3p3]0F  VASE - core.esm10  CyrodiilUpgradeResourcePack.esm11  (DC)A Saints Tale Master.esm12  TamrielTravellers.esm  [Version 1.39c]13  FCOM_Convergence.esm  [Version 0.9.9MB3]14  Armamentarium.esm  [Version 1.35]15  ArmamentariumFran.esm16  Artifacts.esm17  Kvatch Rebuilt.esm18  Better Cities Resources.esm19  BetterMusicSystem.esm1A  NNWAEMaster.esm1B  CM Partners.esm1C  HorseCombatMaster.esm**  TRoN Vwalk.esp1D  TRoN.esp1E  Unofficial Oblivion Patch.esp  [Version 3.2.1]1F  DLCShiveringIsles.esp**  Oblivion Vwalk UOS.esp**  DLCShiveringIsles Vwalk UOS.esp**  DLCShiveringIsles Vwalk DG_DS UOS.esp20  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]21  Better Cities .esp22  Francesco's Optional Chance of Stronger Bosses.esp23  Francesco's Optional Chance of Stronger Enemies.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]24  Francesco's Optional Chance of More Enemies.esp25  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]26  Fran Armor Add-on.esp27  Natural_Habitat_by_Max_Tael.esp28  All Natural.esp  [Version 0.9.9]++  All Natural - EW + NW + AWS.esp  [Version Final]29  All Natural - SI.esp  [Version 0.9.9]++  300_Combat Sounds.esp2A  Enhanced Water v2.0 HD.esp2B  Atmospheric Oblivion.esp2C  Storms & Sound.esp2D  AmbientDungeons.esp  [Version 1.3]2E  Ayleid Loot EXtension.esp2F  Ayleid Loot EXtension - OOO Dungeons.esp30  personality_idles_custom.esp31  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp++  VA_BetterGold.esp32  P1DlookHereYou.esp33  C&C - The Blackwood Company.esp**  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]34  DLCHorseArmor.esp35  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]**  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]++  SM Plugin Refurbish - VileLair.esp  [Version 1.21]36  DLCVileLair.esp37  DLCMehrunesRazor.esp**  DLCMehrunesRazor Vwalk UOP.esp38  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]39  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]3A  DLCSpellTomes.esp3B  Crossbows of Cyrodiil.esp3C  PTArtifacts.esp3D  SentientWeapon.esp  [Version 3]3E  XiaNewAmuletsV1.esp3F  EQUIPMENT (STORES) Merged Plugin.esp40  EQUIPMENT Merged Plugin.esp**  Armamentium female.esp41  R18PN - Lingeries.esp42  Shadow Steed.esp**  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]**  DLCThievesDen Vwalk UOP.esp43  DLCThievesDen.esp++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]44  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]45  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_Cobl.esp  [Version 0.9.9]46  ArboretumHouse.esp47  Cobl Glue.esp  [Version 1.72]48  Cobl Si.esp  [Version 1.63]++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]49  Bob's Armory Oblivion.esp4A  FCOM_BobsArmory.esp  [Version 0.9.9]4B  Loth's Blunt Weapons for Npcs.esp++  OOO-Water_Weeds.esp  [Version 1.33]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]**  Oscuro's_Oblivion_Overhaul Vwalk.esp4C  Oblivion WarCry EV.esp4D  Hemingweys NPC Capes for OOO and FCOM.esp  [Version 1.02]4E  FCOM_WarCry.esp  [Version 0.9.9MB3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]4F  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]50  ArmamentariumArtifacts.esp  [Version 1.35]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]51  FCOM_Convergence.esp  [Version 0.9.9Mb3]52  FCOM_RealSwords.esp  [Version 0.9.9]53  Galadhrim_EV.esp++  VASE - Cyrodiil for MMM.esp++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  TamrielTravellerAdvscript.esp  [Version 1.40Alpha]54  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]**  TamrielTravellers4OOO Vwalk.esp++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  Fransfemale.esp**  C&C - The Blackwood Company - OOO.esp**  EVE_StockEquipmentReplacer4FCOM.esp55  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]56  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]57  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]58  BrotherhoodRenewed.esp  [Version 1.0]59  TamrielTravellers4OOO.esp  [Version 1.39c]5A  Ivellon.esp  [Version 1.8]5B  AdenseEpicDungeon1_5.esp5C  Artifacts.esp5D  Demon_Consort.esp5E  GTAesgaard.esp5F  GTAesgaard_2.esp60  Gates To Aesgaard 2 Delayer.esp  [Version 1.0]++  300 Feudal Empire.esp61  JolardHome.esp++  Kvatch Rebuilt - OOO Compatibility.esp62  kingdomofAlmar.esp++  Kvatch Rebuilt Weather Patch.esp63  Kragenir's Death Quest.esp64  KDQ - Rural Line Additions.esp65  Kvatch Rebuilt.esp66  Kvatch Rebuilt - Leveled Guards - FCOM.esp67  LordKain_Adash_World.esp68  LostSwordOfTheAylied.esp69  Malevolent.esp6A  NNWAREAyleidDungeons_Series1EV.esp  [Version 2.2]6B  NNWAEDungeons-Series2EV.esp6C  NNWARE06-RhyeliaEmeroEV.esp6D  Region Revive - Lake Rumare.esp6E  ScarletMonastery.esp6F  ShadowfangKeep.esp70  CM Solace.esp71  DBContinuedBeta 0.7.esp72  The Ayleid Steps.esp  [Version 2.6.1]73  The Crimson Queen.esp74  The Power of the North.esp75  TheElderCouncil.esp76  thievery.esp77  Unique Dungeons - Lichs Lair.esp78  Unique Dungeons - Lost Glory.esp79  VaultsofCyrodiilBC.esp**  Knights Vwalk UOP.esp**  EVE_KnightsoftheNine.esp++  SM Plugin Refurbish - Knights.esp  [Version 1.06]7A  Woodland Rangers.esp  [Version 1.5]++  TOTF Delayer.esp7B  Windfall.esp**  RTT Vwalk.esp7C  za_bankmod.esp7D  Knights.esp**  Blood&Mud Vwalk.esp7E  Knights - Unofficial Patch.esp  [Version 1.0.9]7F  TOTF.esp80  RTT.esp81  Mighty Umbra.esp**  MannimarcoRevisitedOOO.esp  [Version 0.1]++  FCOM_MightyUmbra.esp  [Version 0.9.9]82  Blood&Mud.esp++  FCOM_Knights.esp  [Version 0.9.9]++  FCOM_Ruin.esp  [Version 0.9.9]**  FCOM_OMG.esp  [Version 0.9.9]83  Lost Paladins of the Divines.esp84  Origin of the Mages Guild.esp  [Version 6]85  TheNecromancer.esp86  MannimarcoRevisited.esp87  FCOM_Blood&Mud.esp  [Version 0.9.9]88  ElsweyrAnequina.esp89  BetterMusicSystem(Elsweyr).esp8A  Feldscar.esp  [Version 1.0.1]8B  Vergayun.esp  [Version 1.0.4]8C  Faregyl.esp  [Version 1.0.10]8D  HeartOftheDead.esp  [Version 6.0]8E  xuldarkforest.esp  [Version 1.0.4]8F  LostSpires-DarkForest patch.esp90  xulStendarrValley.esp  [Version 1.2.2]91  xulTheHeath.esp92  XulEntiusGorge.esp93  TheNecromancer-EntiusGorge patch.esp94  xulFallenleafEverglade.esp  [Version 1.3.1]**  xulChorrolHinterland Vwalk.esp95  LostSpires-Everglade patch.esp96  TheElderCouncil-FallenleafEverglade patch.esp**  xulBravilBarrowfields Vwalk.esp97  Anequina-Fallenleaf-Patch.esp98  xulColovianHighlands_EV.esp  [Version 1.2.1]99  xulChorrolHinterland.esp  [Version 1.2.2]9A  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]9B  xulBravilBarrowfields.esp  [Version 1.3.2]9C  xulLushWoodlands.esp  [Version 1.3]9D  xulAncientYews.esp  [Version 1.4.2]9E  xulAncientRedwoods.esp  [Version 1.6]9F  xulCloudtopMountains.esp  [Version 1.0.3]A0  xulArriusCreek.esp  [Version 1.1.3]A1  xulPatch_AY_AC.esp  [Version 1.1]**  xulBrenaRiverRavine Vwalk.espA2  HeartoftheDead-ArriusCreek patch.esp**  xulImperialIsle Vwalk.espA3  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]A4  xulPantherRiver.espA5  xulRiverEthe.esp  [Version 1.0.2]A6  xulBrenaRiverRavine.esp  [Version 1.0.2]A7  xulImperialIsle.esp  [Version 1.6.3]A8  xulBlackwoodForest.esp**  xulAspenWood Vwalk.espA9  xulCheydinhalFalls.esp  [Version 1.0.1]**  xulSkingradOutskirts Vwalk.espAA  Castle_Wolfspike.espAB  TearsOfTheFiend-CheydinhalFalls patch.espAC  KvatchRebuilt-CheydinhalFalls patch.espAD  DungeonsOfIvellon-CheydinhalFalls patch.espAE  xulAspenWood.esp  [Version 1.0.1]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]AF  xulSkingradOutskirts.espB0  Patch-Wolfspike-UL.esp++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]B1  bartholm.espB2  Bartholm-Panther River Patch.esp  [Version 1.0]++  Enhanced Vegetation [100%].espB3  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 2.1.1]B4  Natural_Vegetation_by_Max_Tael.espB5  Harvest [Flora].esp  [Version 3.0.0]B6  DB_NightMotherMoney5k.espB7  P1DkeyChain.esp  [Version 5.00]B8  Silgrad_Tower_T.espB9  SkillSpecialization.espBA  Werewolf-Legends.espBB  RealisticHealth.espBC  Shadow Ranger.esp  [Version 2.9]++  EVE_KhajiitFix.espBD  AgarMoreVariedSpellEffects.esp**  Cobl - NPCDiversity - TNR Merge.esp  [Version 9.3EV-D]BE  MidasSpells.esp++  TamrielTravellers Cosmetics Cobl or RBP.espBF  FearsomeMagicka.esp++  [GFX]_Initial_Glow-all.espC0  StealthOverhaul.espC1  Grandmaster of Alchemy.esp++  KoldornsImprovedLava2.espC2  Mayu's Animation Overhaul.espC3  Moonshadow Elves - Sc.espC4  bgBalancingEVCore.esp  [Version 10.0EV-D]C5  Hemingweys Capes.esp  [Version 2.00]**  bgMagicEVShader.esp  [Version 1.68EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]C6  [Hexaae] Get Wet v0.92.esp++  bgMagicShaderLifeDetect.esp  [Version 1.68]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.0EV-D]C7  ScreenControls.esp++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.0EV-D]C8  Shining Creatures.esp**  Better Cities Full - B&M Edition Vwalk.esp++  SW01Plus.espC9  Viconia.espCA  Deadly Reflex Bow Sway.espCB  Deadly Reflex 5 - Timed block and 150% damage.espCC  DeadlyReflex 5 - Combat Moves.espCD  bgMagicEV.esp  [Version 1.68EV]CE  bgMagicLightningbolt.espCF  bgBalancingEVLAMEAddition.esp  [Version 10.0EV-D]**  Better Imperial City Vwalk.espD0  bgIntegrationEV.esp  [Version 0.04]D1  Better Cities - Full City Defences.espD2  Better Cities Full - B&M Edition.espD3  BCBravilB&MFULL-Barrowfields patch.espD4  Better Cities - Ruined Tail's Tale.espD5  BCChorrol-ChorrolHinterland fix.espD6  Better Cities - Tears of the Fiend.espD7  BCCheydinhalFULLB&M-CheydinhalFalls patch.espD8  BCSkingrad-SkingradOutskirts patch.espD9  Better Cities - Thievery.espDA  Better Imperial City.espDB  Oblivion XP.esp  [Version 4.1.5]DC  Oblivion Graphics Extender Support.esp  [Version 0.2]DD  Bashed Patch, 0.espDE  Streamline 3.1.esp


Thanks!
User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am

Post » Sun May 29, 2011 1:57 am

I'm having the same strange problem I had on an earlier Oblivion install with the upgrade to a higher WB version.

On this new install (on a new much-faster top-of-the line PC), I started out with WB v284, and was playing a FCOM-setup with the Bashed Patch. Funny thing was that the Bashed Patch size was always around 64 kB (quite small for multiple merges and imports!), so I thought something was off, but the game worked just fine.

I updated to WB v285 yesterday, and created the bashed Patch file again - this time, the file size was much larger (Like I thought it should be), around 28,000 kB. After the usual BOSSing, when I try to play the game by loading an existing save, Oblivion gets stuck on the load screen statusbar. No CTD, until after about 3 minutes, Windows 7 throws an error and closes Oblivion.

I had the same problem earlier (that time, I was upgrading from WB v279 to WB v282 and the existing games would not load with bashed patches from a newer WB version). I am not sure what I am doing wrong. I install the new verrsion of WB such that it overwrites all the folders from the previous WB install - so Data, Mopy and a few other things get overwritten I do this.

So my questions are:
1) How do you upgrade your WB to a higher version?
2) Am I the only one seeing this error?
3) What is the size of your bashed patch? SHould it be small (~60 kB), or much larger for an FCOM setup?
User avatar
Lakyn Ellery
 
Posts: 3447
Joined: Sat Jan 27, 2007 1:02 pm

Post » Sat May 28, 2011 7:36 pm

I've noticed an issue with my game after a recent clean install of Oblivion. It seems as though some of the mods merged into the Bashed Patch are not taking effect - notably the quest delayers (TOTF and Knights). I'm not sure if other mods merged into the Bashed Patch are not in effect, as I've only played an hour or so before noticing this issue. As far as I know, the mods I have loaded are the most recent releases, I have installed Wrye Bash's prerequisites, and I've used BOSS to sort my load order with some minor shuffling, mainly equipment-related. I'd appreciate any insight.

There's no way BOSS worked on that. In almost every case you have the Refurbish mods, delayers or patchers PRECEDING the mod they are meant to refurbish, delay or patch. That cannot work.

Make sure Lock times is off, and rerun BOSS, then rebuild your bashed patch.
User avatar
Carlos Vazquez
 
Posts: 3407
Joined: Sat Aug 25, 2007 10:19 am

Post » Sun May 29, 2011 2:29 am

Did the changes to the INI edits tab that allows you to edit mod INI files ever get committed?

If so, are there instructions for it?

yes it got commited... instructions? why would you want that?... oh so you don't have to read the code with an undrstanding of python and figure out what to from that?... aw okay I'll write up some instructions.


Hello,

I've noticed an issue with my game after a recent clean install of Oblivion. It seems as though some of the mods merged into the Bashed Patch are not taking effect - notably the quest delayers (TOTF and Knights). I'm not sure if other mods merged into the Bashed Patch are not in effect, as I've only played an hour or so before noticing this issue. As far as I know, the mods I have loaded are the most recent releases, I have installed Wrye Bash's prerequisites, and I've used BOSS to sort my load order with some minor shuffling, mainly equipment-related. I'd appreciate any insight.

Thanks!

Well that is a fairly easy question... Did you have Lock Times on when you sorted with BOSS? because both of those delayers (didn't look closely at the other entries and I also noticed quite a few others: mainly UOMP, SM plugin overhauls, Vwalk esps... maybe rerun BOSS and then reedit your LO for any changes you desire... or just make sure to move those down) are loading BEFORE the mods they patch which = no change from default behavior if merging and causes Oblivion to crash in many cases.
EDIT: Ninja'd :)

I'm having the same strange problem I had on an earlier Oblivion install with the upgrade to a higher WB version.

On this new install (on a new much-faster top-of-the line PC), I started out with WB v284, and was playing a FCOM-setup with the Bashed Patch. Funny thing was that the Bashed Patch size was always around 64 kB (quite small for multiple merges and imports!), so I thought something was off, but the game worked just fine.

I updated to WB v285 yesterday, and created the bashed Patch file again - this time, the file size was much larger (Like I thought it should be), around 28,000 kB. After the usual BOSSing, when I try to play the game by loading an existing save, Oblivion gets stuck on the load screen statusbar. No CTD, until after about 3 minutes, Windows 7 throws an error and closes Oblivion.

I had the same problem earlier (that time, I was upgrading from WB v279 to WB v282 and the existing games would not load with bashed patches from a newer WB version). I am not sure what I am doing wrong. I install the new verrsion of WB such that it overwrites all the folders from the previous WB install - so Data, Mopy and a few other things get overwritten I do this.

So my questions are:
1) How do you upgrade your WB to a higher version?
2) Am I the only one seeing this error?
3) What is the size of your bashed patch? SHould it be small (~60 kB), or much larger for an FCOM setup?

I keep meaning to do some tests - sorry about that.
As far as I know you are the only one seeing that.
Size depends on what you are importing... definitely not 60kb for anything approaching FCOM... around say hmm 8-14mb would be normal I think for an FCOM Bashed Patch.
Pacific Morrowind
User avatar
jodie
 
Posts: 3494
Joined: Wed Jun 14, 2006 8:42 pm

Post » Sun May 29, 2011 2:15 am

Traceback (most recent call last):  File "G:\Games\Oblivion\Mopy\basher.py", line 4921, in Execute    raise  File "G:\Games\Oblivion\Mopy\basher.py", line 4880, in Execute    patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!  File "G:\Games\Oblivion\Mopy\bosh.py", line 14241, in initData    patcher.initData(SubProgress(progress,index))  File "G:\Games\Oblivion\Mopy\bosh.py", line 16501, in initData    fullNames.readFromMod(srcInfo)  File "G:\Games\Oblivion\Mopy\bosh.py", line 12202, in readFromMod    record.UnloadRecord()AttributeError: 'GMSTRecord' object has no attribute 'UnloadRecord'


If i use CBash my rebuild patch freezes at Preparing Import Names and after a long time of waiting it produces this. I wanted to try rebuilding again without names directly after that and i get this (the image is there):

Traceback (most recent call last):  File "G:\Games\Oblivion\Mopy\basher.py", line 9150, in Execute    patchDialog = PatchDialog(self.window,fileInfo)  File "G:\Games\Oblivion\Mopy\basher.py", line 4832, in __init__    self.SetIcon(Image(r'images/wryemonkey16.jpg',wx.BITMAP_TYPE_JPEG).GetIcon())  File "G:\Games\Oblivion\Mopy\balt.py", line 120, in __init__    raise ArgumentError(_("Missing resource file: %s.") % (self.file,))bolt.ArgumentError: Missing resource file: bolt.Path('images\\wryemonkey16.jpg').


Next I restarted Bash and tried again disabling Import Names entirely. The patch rebuilds normally until the very end of it and then i get this:

Traceback (most recent call last):  File "G:\Games\Oblivion\Mopy\basher.py", line 4921, in Execute    raise  File "G:\Games\Oblivion\Mopy\basher.py", line 4883, in Execute    patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))#no speeding needed/really possible (less than 1/4 second even with large LO)  File "G:\Games\Oblivion\Mopy\bosh.py", line 14405, in buildPatch    patcher.buildPatch(log,SubProgress(subProgress,index))  File "G:\Games\Oblivion\Mopy\bosh.py", line 18651, in buildPatch    tweak.buildPatch(self.patchFile,keep,log)  File "G:\Games\Oblivion\Mopy\bosh.py", line 18213, in buildPatch    fid = gmst.fid = keep(gmst.getOblivionFid())  File "G:\Games\Oblivion\Mopy\bosh.py", line 2662, in getOblivionFid    myClass.oblivionIds = cPickle.load(GPath(r'Data\Oblivion_ids.pkl').open())['GMST']  File "G:\Games\Oblivion\Mopy\bolt.py", line 455, in open    return open(self._s,*args)IOError: [Errno 2] No such file or directory: 'Data\\Oblivion_ids.pkl'


I use the latest tarball and overwrote my 284 installation with the files. I dont have any problems with rebuild in 284 or 285 without CBash.

EDIT: Installed latest Wrye Python 02, no change.
User avatar
Alexandra Ryan
 
Posts: 3438
Joined: Mon Jul 31, 2006 9:01 am

Post » Sat May 28, 2011 8:43 pm

Hi, I have a general sort of question. I just rebuilt my patch and a lot of mods got imported only (the 'dot' in the check box), at least, that is what I understood it is. Now, how do I know what mods should be activated this way? I mean even a lot of esm files were activated this way, and I figured that couldn't be right.

So short and sweet: what kind of plugins should imported only?
User avatar
Solina971
 
Posts: 3421
Joined: Thu Mar 29, 2007 6:40 am

Post » Sat May 28, 2011 7:17 pm

Did the changes to the INI edits tab that allows you to edit mod INI files ever get committed?

If so, are there instructions for it?


Yes, and yes.

Added some simple documentation to the Wrye Bash readme when I added the INI editing. If you think there needs to be more elaboration, let me know.
User avatar
Anthony Rand
 
Posts: 3439
Joined: Wed May 09, 2007 5:02 am

Post » Sun May 29, 2011 1:39 am

Hi, I have a general sort of question. I just rebuilt my patch and a lot of mods got imported only (the 'dot' in the check box), at least, that is what I understood it is. Now, how do I know what mods should be activated this way? I mean even a lot of esm files were activated this way, and I figured that couldn't be right.

So short and sweet: what kind of plugins should imported only?


The dot means they were imported, a plus means merged, there's a Box on the toolbar labeled "Mod Checker" that will tell you witch to deactivate...
User avatar
Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Sun May 29, 2011 12:17 am

The dot means they were imported, a plus means merged, there's a Box on the toolbar labeled "Mod Checker" that will tell you witch to deactivate...


And use it after you have created the Bashed patch
User avatar
Nina Mccormick
 
Posts: 3507
Joined: Mon Sep 18, 2006 5:38 pm

Post » Sat May 28, 2011 10:21 pm

I keep meaning to do some tests - sorry about that.
As far as I know you are the only one seeing that.
Size depends on what you are importing... definitely not 60kb for anything approaching FCOM... around say hmm 8-14mb would be normal I think for an FCOM Bashed Patch.
Pacific Morrowind


PacificMorrowind: I would like to request your help to get this resolved. I know that you are super busy and may not have all the time, but this issue has been dogging me (and only me!) for 2 FCOM installs. I am imposing on you, but would definitely appreciate your guidance and help in getting this resolved.

I guess I'll need to give you more info - load order, maybe the bashed patch file as well - how do you suggest that I send you all this info? Via a PM? I haven't figured out how to send a PM since the change to the new forums...
User avatar
Nathan Risch
 
Posts: 3313
Joined: Sun Aug 05, 2007 10:15 pm

PreviousNext

Return to IV - Oblivion