[RELZ] Wrye Bash -- Thread 49

Post » Sat Jun 26, 2010 4:59 am

Some of the discrepancies between the the mods descriptions (as viewable in the 'Descriptions' box in the upper right of WB's 'Mods' tab), the BOSS suggested tags and then the actual tags (as viewable in the 'Bash Tags' box in the lower right of WB's 'Mods' tab) are driving me crazy. :banghead: Some mods have all three sets of tags, and all are different: one set that's already tagged, one set from BOSS and one set from (I'm assuming) the mod creator in the description.

An example: the aforementioned TamrielTravellersItemsNPC.esp is tagged with: Deactivate, Delev, Filter, NoMerge, Relev. BOSS suggests: Filter, Delev, Relev, Deactivate. The mod Description indicates: Delev, NoMerge, Relev. The tags in question seem to be NoMerge and Deactivate.

Another example with just a basic discrepancy is FCOM_SaferRoads.esp, tagged with: Delev, Relev (also the BOSS suggestions). The mod description indicates: Delev, Merge, Relev. So should it have the Merge tag added?

Is there a hard & fast rule which can be used when Descriptions, BOSS suggestions and actual tags all conflict? What if there's just a conflict between Descriptions and actual tags?

Thanks in advance to anyone who can help sort through some of the confusion! :foodndrink: I've been re-doing my OB installation for a week now after not having played in 16 months - downloading mod updates, wading the waters of FCOM again, trying to go BAIN with everything, etc. I feel like I'm in the home stretch, but these Bash Tag issues have me flummoxed.

(Also, I've decided that flummoxed is my new favorite word!)
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Ruben Bernal
 
Posts: 3364
Joined: Sun Nov 18, 2007 5:58 pm

Post » Fri Jun 25, 2010 11:51 pm

Some of the discrepancies between the the mods descriptions (as viewable in the 'Descriptions' box in the upper right of WB's 'Mods' tab), the BOSS suggested tags and then the actual tags (as viewable in the 'Bash Tags' box in the lower right of WB's 'Mods' tab) are driving me crazy. :banghead: Some mods have all three sets of tags, and all are different: one set that's already tagged, one set from BOSS and one set from (I'm assuming) the mod creator in the description.

An example: the aforementioned TamrielTravellersItemsNPC.esp is tagged with: Deactivate, Delev, Filter, NoMerge, Relev. BOSS suggests: Filter, Delev, Relev, Deactivate. The mod Description indicates: Delev, NoMerge, Relev. The tags in question seem to be NoMerge and Deactivate.

Another example with just a basic discrepancy is FCOM_SaferRoads.esp, tagged with: Delev, Relev (also the BOSS suggestions). The mod description indicates: Delev, Merge, Relev. So should it have the Merge tag added?

Is there a hard & fast rule which can be used when Descriptions, BOSS suggestions and actual tags all conflict? What if there's just a conflict between Descriptions and actual tags?

Thanks in advance to anyone who can help sort through some of the confusion! :foodndrink: I've been re-doing my OB installation for a week now after not having played in 16 months - downloading mod updates, wading the waters of FCOM again, trying to go BAIN with everything, etc. I feel like I'm in the home stretch, but these Bash Tag issues have me flummoxed.

(Also, I've decided that flummoxed is my new favorite word!)
If a mod is mergeable and alter leveled lists, it should to be merged and checked in the level lists section, period. Only active and merged plugins have leveled list and race record changes applied. The tags you have reported for FCOM_SaferRoads are not contradictory. The "Merge" tag is old and obsolete. Bash will detect any mergeable plugin, no special tags necessary.


Edit: On the other hand, TTItemsNPC is a known exception. Just remove the "NoMerge" tag and keep going...
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Guinevere Wood
 
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Post » Sat Jun 26, 2010 12:03 am

Import Actors: Death Items <-- do not check OWC
Import Names <-- Don't confuse the plugins and the CSV files.
Import Factions <-- The site says not to check OOO here (when used with FCOM and MMM)
Import Spells <-- The site says not to check OOO here (when used with MMM and FCOM)
Import Spells - you can check it

Broken, so far for Bash, seems to mean that the tag does not work, not that anything is broken in-game. However, most of the old tags are working now, as far as I know. I really need to update that page...


Edit: I do not know the status of Import Script Contents, however...


Thanks! About Import Factions, I don't use FCOM, only OOO, should I check it? I'm wondering the same about Import Relations.
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Alina loves Alexandra
 
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Post » Fri Jun 25, 2010 10:46 pm

If a mod is mergeable and alter leveled lists, it should to be merged and checked in the level lists section, period. Only active and merged plugins have leveled list and race record changes applied. The tags you have reported for FCOM_SaferRoads are not contradictory. The "Merge" tag is old and obsolete. Bash will detect any mergeable plugin, no special tags necessary.


Edit: On the other hand, TTItemsNPC is a known exception. Just remove the "NoMerge" tag and keep going...


Thanks Tom. I think I've been gone so long that there's just a deluge of new information and it's difficult to sort through the noise and the misinformation in Google search results when trying to go the self-help route rather than post questions about each individual variable.

I'll keep the auto-merge detection in mind as I cross-reference things and error-check.
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CSar L
 
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Post » Fri Jun 25, 2010 9:36 pm

Is it just me, or does Wrye Bash have a memory leak? I left it running yesterday for a while and noticed it was nomming up about 900mb of RAM. I've left it running for a few hours now and have come back to find it using almost 500mb of RAM now.

Using Wrye Bash 287 on Windows 7 x64
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Jessica Stokes
 
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Post » Sat Jun 26, 2010 6:25 am

Thanks! About Import Factions, I don't use FCOM, only OOO, should I check it? I'm wondering the same about Import Relations.

That note is only for the mentioned mods. If you are just using OOO, check it just as you would any other mod. I only mentioned exceptions there... Unless a mod's docs indicate that you should take certain action with respect to rebuilding the Bashed Patch (as the FCOM and MMM threads mention) you are almost always safe checking plugins where they appear. It is more probable that something will break or not function properly with respect to certain tags (i.e., Import Cells.) The cosmetic tags (i.e., Import Graphics, Import Names, Import Stats, etc.) are up to you to choose which mods changes you would like to import. Along that line of thinking, the only sections where you really need to consider which plugins to choose (freely) are those that show up in Import Graphics and Import Names.

Thanks Tom. I think I've been gone so long that there's just a deluge of new information and it's difficult to sort through the noise and the misinformation in Google search results when trying to go the self-help route rather than post questions about each individual variable.

I'll keep the auto-merge detection in mind as I cross-reference things and error-check.

I know the feeling. In case the auto detection does not seem to be working exactly as expected, highlight your plugin list and choose 'Mark Mergeable.' You will not see any tags added, but the colors of various plugins will change, accordingly.
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Gracie Dugdale
 
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Post » Fri Jun 25, 2010 5:27 pm

svn r590
When I select "installers" tab
Traceback (most recent call last):  File "D:\Games\Oblivion Gold\Mopy\basher.py", line 3894, in OnShowPage    self.GetPage(event.GetSelection()).OnShow()  File "D:\Games\Oblivion Gold\Mopy\basher.py", line 2545, in OnShow    if data.refresh(progress,what,self.fullRefresh):  File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 10953, in refresh    self.dictFile.load()  File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 225, in load    result = bolt.PickleDict.load(self)  File "D:\Games\Oblivion Gold\Mopy\bolt.py", line 816, in load    self.data.update(cPickle.load(ins))  File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 9838, in __setstate__    self.refreshDataSizeCrc()  File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 9856, in refreshDataSizeCrc    archiveRoot = GPath(self.archive).sroot  File "D:\Games\Oblivion Gold\Mopy\bolt.py", line 187, in GPath    else: return _gpaths.setdefault(norm,Path(norm))  File "D:\Games\Oblivion Gold\Mopy\bolt.py", line 262, in __init__    self.__setstate__(unicode(str(name),'UTF8'))  File "C:\Python26\lib\encodings\utf_8.py", line 16, in decode    return codecs.utf_8_decode(input, errors, True)UnicodeDecodeError: 'utf8' codec can't decode byte 0x92 in position 7: unexpected code byte

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JAY
 
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Post » Sat Jun 26, 2010 1:53 am

Well, I'm starting over on oblivion yet again :brokencomputer: and have installed wrye bash once again. I believe myself to be somewhat of a seasoned user of oblivion mods, and have used wrye bash many times in the past with great success. It is my favorite mod managing tool. I reinstalled it, and it seemed that all was working fine. It is working fine for the most part. The only issues I have run into, is that EVERY time I click on the installers tab, it says refreshing installers, and goes through the whole proccess EVERY time. This isn't normal, is it? I don't remember it doing this on my last oblivion installation. Even more annoying than that, pretty much whenever I try to do ANYTHING in the installers tab, wrye bash stops responding, and it says that "pythonw.exe has stopped responding." This really is a pain since I use wrye bash to install all my mods. Thanks in advance for all help. I will try to just ininstall it then reinstall it tonight. :obliviongate:
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Angelina Mayo
 
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Post » Sat Jun 26, 2010 12:00 am

I just reinstalled Oblivion and some mods, and I'm having a problem with Bash. For some reason there is no bashed patch. Last time I installed Bash the Bashed Patch was added automatically. Where can I find the patch?
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Rudi Carter
 
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Post » Fri Jun 25, 2010 9:42 pm

I just reinstalled Oblivion and some mods, and I'm having a problem with Bash. For some reason there is no bashed patch. Last time I installed Bash the Bashed Patch was added automatically. Where can I find the patch?


oblivion\mopy\extras -> copy & paste into data folder. :foodndrink:
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Emily abigail Villarreal
 
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Post » Fri Jun 25, 2010 8:32 pm

I just reinstalled Oblivion and some mods, and I'm having a problem with Bash. For some reason there is no bashed patch. Last time I installed Bash the Bashed Patch was added automatically. Where can I find the patch?

I thought the Bash installer used to do this automatically instead, but you can just grab a new patch from Oblivion\Mopy\Extras.


Edit: Is the tweak names for Dwemer working properly now?
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kitten maciver
 
Posts: 3472
Joined: Fri Jun 30, 2006 2:36 pm

Post » Sat Jun 26, 2010 6:25 am

Well, I'm starting over on oblivion yet again :brokencomputer: and have installed wrye bash once again. I believe myself to be somewhat of a seasoned user of oblivion mods, and have used wrye bash many times in the past with great success. It is my favorite mod managing tool. I reinstalled it, and it seemed that all was working fine. It is working fine for the most part. The only issues I have run into, is that EVERY time I click on the installers tab, it says refreshing installers, and goes through the whole proccess EVERY time. This isn't normal, is it? I don't remember it doing this on my last oblivion installation. Even more annoying than that, pretty much whenever I try to do ANYTHING in the installers tab, wrye bash stops responding, and it says that "pythonw.exe has stopped responding." This really is a pain since I use wrye bash to install all my mods. Thanks in advance for all help. I will try to just ininstall it then reinstall it tonight. :obliviongate:

Doesn't sound right, should just be the First time..., could try the http://tesnexus.com/downloads/file.php?id=22368, then drop the 287 on top of it. :shrug:

*Tomlong, I wasn't aware there was ever a Problem with the Dwemer tweak, Fran's allready had Dwemer And Dwarven, I don't belive there's any change to them, but everything else seems fine... :confused:
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Sammi Jones
 
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Post » Fri Jun 25, 2010 7:33 pm

Doesn't sound right, should just be the First time..., could try the http://tesnexus.com/downloads/file.php?id=22368, then drop the 287 on top of it. :shrug:

*Tomlong, I wasn't aware there was ever a Problem with the Dwemer tweak, Fran's allready had Dwemer And Dwarven, I don't belive there's any change to them, but everything else seems fine... :confused:

I thought I had seen a few posts about it recently. I only ask about it after seeing it mentioned in the FCOM thread.


Can't import face from plugin??
Traceback (most recent call last):  File "C:\Games\Oblivion\Mopy\basher.py", line 4775, in DoImport    bosh.PCFaces.save_setFace(self.fileInfo,self.data[item],flags)  File "C:\Games\Oblivion\Mopy\bosh.py", line 14305, in save_setFace    PCFaces.save_setPlayerFace(saveFile,face,flags)  File "C:\Games\Oblivion\Mopy\bosh.py", line 14414, in save_setPlayerFace    buffPack('=f3Bs',face.hairLength,face.hairRed,face.hairBlue,face.hairGreen,face.unused3)  File "C:\Games\Oblivion\Mopy\bosh.py", line 14393, in buffPack    buff.write(struct.pack(format,*args))struct.error: required argument is not a float

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Ann Church
 
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Post » Sat Jun 26, 2010 7:11 am

I'm having my first problem every with Wrye Bash. Rebuilding my Bashed Patch and I get this error:

Traceback (most recent call last):
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4017, in Execute
raise
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3978, in Execute
patchFile.scanLoadMods(SubProgress(progress,0.2,0.8))
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 12653, in scanLoadMods
modFile.load(True,SubProgress(progress,index,index+0.5))
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 5076, in load
self.tops[label].load(ins,unpack and (topClass != MobBase))
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4097, in load
self.loadData(ins, ins.tell()+self.size-20)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4199, in loadData
record = recClass(header,ins,True)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1883, in __init__
self.__class__.melSet.initRecord(self,header,ins,unpack)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1507, in initRecord
MreRecord.__init__(record,header,ins,unpack)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1680, in __init__
if ins: self.load(ins,unpack)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1749, in load
reader = self.getReader()
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1838, in getReader
return ModReader(self.inName,cStringIO.StringIO(self.getDecompressed()))
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1726, in getDecompressed
decomp = zlib.decompress(self.data[4:])
zlib.error: Error -5 while decompressing data



Now nothing I do will make it rebuild a patch. Any suggestions?

~ Dani ~ :)

Edit: The "crash" seems to occur at MMM's Additional Enemy Variations - or a least that's the name on the Bashed Patch sceen when the error occurs.

Also, edited the error message to include full message (I left the end off in my first post). Using WB 275.


Nevermind. I rebooted my computer ... and it worked. :dance:

~ D ~
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jess hughes
 
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Post » Fri Jun 25, 2010 4:52 pm

I've got some quick questions about the Tweak Assorted: Number of uses for pre-enchanted items bashed patch function because it hasn't seemed to make a difference for the items my character currently has. Does it only work for vanilla (that would be weird from Bash)? Does it only work for items not in your posession? Only items with max charges when the patch is rebuilt?

Edit: just rebuilt and double-checked: the patch log says 800-odd enchantments tweaked, but the few items I have in game don't appear to be changed.

Edit2: Checking with TES4Edit I see what the changes are: the charge amount is set to a multiple of the enchant cost per the bashed patch settings. However, that doesn't seem to give the expected number of uses in game. I can post examples if needed.
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~Amy~
 
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Post » Fri Jun 25, 2010 7:50 pm

I thought I had seen a few posts about it recently. I only ask about it after seeing it mentioned in the FCOM thread.


Can't import face from plugin??
Traceback (most recent call last):  File "C:\Games\Oblivion\Mopy\basher.py", line 4775, in DoImport    bosh.PCFaces.save_setFace(self.fileInfo,self.data[item],flags)  File "C:\Games\Oblivion\Mopy\bosh.py", line 14305, in save_setFace    PCFaces.save_setPlayerFace(saveFile,face,flags)  File "C:\Games\Oblivion\Mopy\bosh.py", line 14414, in save_setPlayerFace    buffPack('=f3Bs',face.hairLength,face.hairRed,face.hairBlue,face.hairGreen,face.unused3)  File "C:\Games\Oblivion\Mopy\bosh.py", line 14393, in buffPack    buff.write(struct.pack(format,*args))struct.error: required argument is not a float


Importing from save to save works just fine, by the way...
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Svenja Hedrich
 
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Post » Sat Jun 26, 2010 1:00 am

This is the first time I'm having a problem with rebuilding a bashed patch. The active mod files list shows the correct data. But after building the bashed patch its listing of active mods changes, i.e. several are missing. The mod checker also shows the correct data. No errors were indicated during the patch building. Generated the Bugdump but it didn't show/print any thing. I searched but did not find any thing for this problem, but probably my selection of keywords weren't matching.

This is with:
Wrye Python 03a & Wrye_Bash_287_-_Archive_Version-22368

Active Mod Files:
00 Oblivion.esm
01 All Natural Base.esm [Version 0.9.9.5]
02 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI]
03 Francesco's Optional New Items Add-On.esm [Version 4.5bSI]
04 Mart's Monster Mod.esm [Version 3.7b3p3]
05 Cobl Main.esm [Version 1.72]
06 Artifacts.esm [Version 1.1]
07 Progress.esm [Version 2.2]
08 Unofficial Oblivion Patch.esp
09 Oblivion Citadel Door Fix.esp
0A DLCShiveringIsles.esp
0B Unofficial Shivering Isles Patch.esp
....


= Bashed Patch, 0.esp
{{CONTENTS=1}}
= Overview
=== Date/Time
* 8/21/2010 11:24:00 AM
* Elapsed Time: 0:01:20.988
=== Active Mods
* 00 Oblivion.esm
* 01 All Natural Base.esm [Version 0.9.9.5]
* 02 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI]
* 03 Unofficial Oblivion Patch.esp
* 04 Oblivion Citadel Door Fix.esp
* 05 DLCShiveringIsles.esp
* 06 Unofficial Shivering Isles Patch.esp
....

= Check Mods
This is a report on your currently active/merged mods.
=== NoMerge Tagged Mods
Following mods are tagged NoMerge and should be deactivate and imported into the bashed patch but are currently active.
* DarkUI'd DarN Loading Screens.esp
* Initial Glow MagicEffects tz.esp

=== Active Mod Files:
* 00 Oblivion.esm
* 01 All Natural Base.esm [Version 0.9.9.5]
* 02 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI]
* 03 Francesco's Optional New Items Add-On.esm [Version 4.5bSI]
* 04 Mart's Monster Mod.esm [Version 3.7b3p3]
* 05 Cobl Main.esm [Version 1.72]
* 06 Artifacts.esm [Version 1.1]
* 07 Progress.esm [Version 2.2]
* 08 Unofficial Oblivion Patch.esp
* 09 Oblivion Citadel Door Fix.esp
* 0A DLCShiveringIsles.esp
* 0B Unofficial Shivering Isles Patch.esp
....

EDIT: Using TES4Edit to look at all mods, the bashed patch does show some records from Mart's Monster Mod.esm. But the bashed patch is smaller than normal 6MB down to 4MB.


EDIT2: worked it out - problem solved
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Robert Jr
 
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Post » Sat Jun 26, 2010 1:34 am

I was having this problem with the command Rebuild Patch always resulting in errors when finishing, and I forget what I had done that fixed the problem (I had TIE enabled and after removing it the patch would stop rebuilding.) Now it is doing it again when I remove Tamriel Travelers, and even with the mod enabled it won't rebuild -just errors. I made sure that all merged plugins and everything related to TT was removed and still it fails.

Spoiler
Loading: 0003E913..POSN..MGEF.DATA..96..
Traceback (most recent call last):
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4947, in Execute
raise
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4905, in Execute
patchFile.scanLoadMods(SubProgress(progress,0.2,0.8)) #try to speed this up!
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 14985, in scanLoadMods
modFile.load(True,SubProgress(progress,index,index+0.5))
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4990, in load
self.tops[label].load(ins,unpack and (topClass != MobBase))
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4011, in load
self.loadData(ins, ins.tell()+self.size-20)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4113, in loadData
record = recClass(header,ins,True)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1785, in __init__
self.__class__.melSet.initRecord(self,header,ins,unpack)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1415, in initRecord
MreRecord.__init__(record,header,ins,unpack)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1582, in __init__
if ins: self.load(ins,unpack)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1645, in load
self.loadData(ins,inPos+self.size)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1794, in loadData
self.__class__.melSet.loadData(self,ins,endPos)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1449, in loadData
raise
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1444, in loadData
loaders[type].loadData(record,ins,type,size,readId)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 2928, in loadData
raise "Unexpected size encountered for MGEF:DATA subrecord: %s" % size
Unexpected size encountered for MGEF:DATA subrecord: 96


Mod List
Spoiler
Active Mod Files:00  Oblivion.esm01  EnhancedWeather.esm  [Version 1.3.5]02  Francesco's leveled creatures-items mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  Francesco's Optional New Creatures Add-On.esm  [Version 4.5bSI]05  Cobl Main.esm  [Version 1.69]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  Enhanced Daedric Invasion.esm08  TamrielTravellers.esm  [Version 1.39c]09  Armamentarium.esm0A  CM Partners.esm0B  Oblivifall Master File.esm  [Version 1.0]0C  Unofficial Oblivion Patch.esp  [Version 3.2.0]0D  DLCShiveringIsles.esp0E  EnhancedWeather.esp  [Version 1.3.5]0F  Enhanced Water v2.0 HD.esp10  Cities Alive At Night.esp11  IWR-Lights.esp12  IWR-Windows.esp13  AliveWaters.esp14  AliveWaters - Slaughterfish Addon.esp15  Ayleid Loot EXtension.esp16  BEER! for Oblivion.esp17  RAEVWD Cities.esp  [Version 1.4]18  RAEVWD Imperial City.esp  [Version 1.4]19  Enhanced Economy.esp  [Version 4.2.1]1A  C&C - The Blackwood Company.esp1B  DLCOrrery.esp1C  DLCVileLair.esp1D  DLCMehrunesRazor.esp1E  DLCSpellTomes.esp++  RustyItems.esp1F  Realistic Persuasion1.8.esp20  DLCThievesDen.esp21  Francesco's Optional Files.esp22  Bob's Armory Oblivion.esp23  ArmamentariumArtifacts.esp24  Mart's Monster Mod.esp  [Version 3.7b3p3]25  Mart's Monster Mod for Fran.esp  [Version 3.7b3p3]26  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]27  Mart's Monster Mod - Fran's leveled quests.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Safer Roads.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Reavers.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Blood.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Fiends.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Skeep.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Balrogs.esp  [Version 3.7b3p3]28  TamrielTravellersItemsCobl.esp  [Version 1.39c]++  MMM-Cobl.esp  [Version 1.69]29  Lock Bash Omega.esp  [Version 1.4]2A  FenrirTheWolf.esp2B  Fort Tempest.esp2C  HanstHolm village.esp2D  ImpeREAL City Unique Districts - Prison.esp2E  ImpeREAL City Unique Districts - The Arcane University.esp2F  Lake Canulus Village.esp30  Northern Front.esp31  Pinevale.esp32  Raiders of Cyrodil.esp33  Village of Lily 2.0.esp34  DLCBattlehornCastle.esp35  DLCFrostcrag.esp36  Knights.esp37  M.O.E. - Visit Valen Dreth Topic.esp  [Version 1]38  RTT.esp39  Enhanced Daedric Invasion.esp3A  xulChorrolHinterland.esp  [Version 1.2.1]3B  xulCloudtopMountains.esp3C  Birthsigns Expanded.esp  [Version 3.11.]3D  Cliff_BetterLetters.esp  [Version 1.1]3E  Dungeon Actors Have Torches 1.6 CT.esp3F  Leviathan Soulgems.esp40  Oblivifall - Something's Not Right.esp  [Version 1.0]41  RealisticFatigue.esp++  vampireclan.esp42  RefScope.esp  [Version 1.2.0]43  SupremeMagicka.esp  [Version 0.90]44  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]45  Enchantment Enhanced.esp46  Oblivion XP.esp  [Version 4.1.5]47  Francesco's Slower skills x1.5.esp48  CM Partners.esp49  Sher Ja Lion Companion.esp4A  bgMagicEV.esp  [Version 1.7EV]++  LightSpellLiteBlue.esp4B  dakhath_consolecommands.esp4C  Shady Sam Relocated.esp4D  Gems & Gem Dust.esp  [Version 3.6Beta3]4E  MojoDurzogCompanion.esp4F  Q - More and Moldy Ingredients v1.1.esp++  ArenaUnlimitedv1.0.esp50  Wilson.esp51  Lumbridge.esp52  Blood_Potions_for_Vampires-2144.esp++  Hurt Me Bad Traps.esp++  Francesco's No Seducers.esp53  Vector.esp  [Version 0.3]54  Test World Expansion.esp55  Hillside House.esp56  Bashed Patch, 0.esp57  PTFranReset.esp58  ICMarket Ownership.esp

User avatar
yessenia hermosillo
 
Posts: 3545
Joined: Sat Aug 18, 2007 1:31 pm

Post » Fri Jun 25, 2010 11:06 pm

You have not installed one of the main TT plugins. You need one of the main ESPs.


Edit: Install TT4MMM.
User avatar
Imy Davies
 
Posts: 3479
Joined: Fri Jul 14, 2006 6:42 pm

Post » Sat Jun 26, 2010 3:38 am

I was having this problem with the command Rebuild Patch always resulting in errors when finishing, and I forget what I had done that fixed the problem (I had TIE enabled and after removing it the patch would stop rebuilding.) Now it is doing it again when I remove Tamriel Travelers, and even with the mod enabled it won't rebuild -just errors. I made sure that all merged plugins and everything related to TT was removed and still it fails.

Spoiler
Loading: 0003E913..POSN..MGEF.DATA..96..
Traceback (most recent call last):
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4947, in Execute
raise
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4905, in Execute
patchFile.scanLoadMods(SubProgress(progress,0.2,0.8)) #try to speed this up!
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 14985, in scanLoadMods
modFile.load(True,SubProgress(progress,index,index+0.5))
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4990, in load
self.tops[label].load(ins,unpack and (topClass != MobBase))
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4011, in load
self.loadData(ins, ins.tell()+self.size-20)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4113, in loadData
record = recClass(header,ins,True)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1785, in __init__
self.__class__.melSet.initRecord(self,header,ins,unpack)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1415, in initRecord
MreRecord.__init__(record,header,ins,unpack)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1582, in __init__
if ins: self.load(ins,unpack)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1645, in load
self.loadData(ins,inPos+self.size)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1794, in loadData
self.__class__.melSet.loadData(self,ins,endPos)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1449, in loadData
raise
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1444, in loadData
loaders[type].loadData(record,ins,type,size,readId)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 2928, in loadData
raise "Unexpected size encountered for MGEF:DATA subrecord: %s" % size
Unexpected size encountered for MGEF:DATA subrecord: 96


Mod List
Spoiler
Active Mod Files:00  Oblivion.esm01  EnhancedWeather.esm  [Version 1.3.5]02  Francesco's leveled creatures-items mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  Francesco's Optional New Creatures Add-On.esm  [Version 4.5bSI]05  Cobl Main.esm  [Version 1.69]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  Enhanced Daedric Invasion.esm08  TamrielTravellers.esm  [Version 1.39c]09  Armamentarium.esm0A  CM Partners.esm0B  Oblivifall Master File.esm  [Version 1.0]0C  Unofficial Oblivion Patch.esp  [Version 3.2.0]0D  DLCShiveringIsles.esp0E  EnhancedWeather.esp  [Version 1.3.5]0F  Enhanced Water v2.0 HD.esp10  Cities Alive At Night.esp11  IWR-Lights.esp12  IWR-Windows.esp13  AliveWaters.esp14  AliveWaters - Slaughterfish Addon.esp15  Ayleid Loot EXtension.esp16  BEER! for Oblivion.esp17  RAEVWD Cities.esp  [Version 1.4]18  RAEVWD Imperial City.esp  [Version 1.4]19  Enhanced Economy.esp  [Version 4.2.1]1A  C&C - The Blackwood Company.esp1B  DLCOrrery.esp1C  DLCVileLair.esp1D  DLCMehrunesRazor.esp1E  DLCSpellTomes.esp++  RustyItems.esp1F  Realistic Persuasion1.8.esp20  DLCThievesDen.esp21  Francesco's Optional Files.esp22  Bob's Armory Oblivion.esp23  ArmamentariumArtifacts.esp24  Mart's Monster Mod.esp  [Version 3.7b3p3]25  Mart's Monster Mod for Fran.esp  [Version 3.7b3p3]26  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]27  Mart's Monster Mod - Fran's leveled quests.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Safer Roads.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Reavers.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Blood.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Fiends.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Skeep.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Balrogs.esp  [Version 3.7b3p3]28  TamrielTravellersItemsCobl.esp  [Version 1.39c]++  MMM-Cobl.esp  [Version 1.69]29  Lock Bash Omega.esp  [Version 1.4]2A  FenrirTheWolf.esp2B  Fort Tempest.esp2C  HanstHolm village.esp2D  ImpeREAL City Unique Districts - Prison.esp2E  ImpeREAL City Unique Districts - The Arcane University.esp2F  Lake Canulus Village.esp30  Northern Front.esp31  Pinevale.esp32  Raiders of Cyrodil.esp33  Village of Lily 2.0.esp34  DLCBattlehornCastle.esp35  DLCFrostcrag.esp36  Knights.esp37  M.O.E. - Visit Valen Dreth Topic.esp  [Version 1]38  RTT.esp39  Enhanced Daedric Invasion.esp3A  xulChorrolHinterland.esp  [Version 1.2.1]3B  xulCloudtopMountains.esp3C  Birthsigns Expanded.esp  [Version 3.11.]3D  Cliff_BetterLetters.esp  [Version 1.1]3E  Dungeon Actors Have Torches 1.6 CT.esp3F  Leviathan Soulgems.esp40  Oblivifall - Something's Not Right.esp  [Version 1.0]41  RealisticFatigue.esp++  vampireclan.esp42  RefScope.esp  [Version 1.2.0]43  SupremeMagicka.esp  [Version 0.90]44  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]45  Enchantment Enhanced.esp46  Oblivion XP.esp  [Version 4.1.5]47  Francesco's Slower skills x1.5.esp48  CM Partners.esp49  Sher Ja Lion Companion.esp4A  bgMagicEV.esp  [Version 1.7EV]++  LightSpellLiteBlue.esp4B  dakhath_consolecommands.esp4C  Shady Sam Relocated.esp4D  Gems & Gem Dust.esp  [Version 3.6Beta3]4E  MojoDurzogCompanion.esp4F  Q - More and Moldy Ingredients v1.1.esp++  ArenaUnlimitedv1.0.esp50  Wilson.esp51  Lumbridge.esp52  Blood_Potions_for_Vampires-2144.esp++  Hurt Me Bad Traps.esp++  Francesco's No Seducers.esp53  Vector.esp  [Version 0.3]54  Test World Expansion.esp55  Hillside House.esp56  Bashed Patch, 0.esp57  PTFranReset.esp58  ICMarket Ownership.esp



Make sure the Old patch isn't Checked active...
User avatar
Jaylene Brower
 
Posts: 3347
Joined: Tue Aug 15, 2006 12:24 pm

Post » Fri Jun 25, 2010 11:47 pm

I apologize if this has been brought up, or if I have a problem and not Wrye Bash.

I just recently noticed that v285 wasn't launching OBSE OB or OBSE CS.
I updated to v287 and still have the same problem. OB or the CS will launch, but not with the OBSE loader.

Something I did? Or can fix?
User avatar
Emmie Cate
 
Posts: 3372
Joined: Sun Mar 11, 2007 12:01 am

Post » Fri Jun 25, 2010 9:37 pm

@Tomlong: No that's not it, I'm trying to remove TT not make it work =/

@Brozly: Tried that. Enabled or Disabled it gives me that string of errors. :(

I had this problem before, but like I said I don't know what I did that fixed it =/
User avatar
Love iz not
 
Posts: 3377
Joined: Sat Aug 25, 2007 8:55 pm

Post » Fri Jun 25, 2010 10:40 pm

@Tomlong: No that's not it, I'm trying to remove TT not make it work =/

@Brozly: Tried that. Enabled or Disabled it gives me that string of errors. :(

I had this problem before, but like I said I don't know what I did that fixed it =/

Darn, I've seen it too, and it was something real simple,... BOSS, Lock Times, can't quite remember...

*Maybe another Python program open in the background ?...
User avatar
CSar L
 
Posts: 3404
Joined: Fri Nov 09, 2007 9:36 pm

Post » Fri Jun 25, 2010 8:10 pm

I apologize if this has been brought up, or if I have a problem and not Wrye Bash.

I just recently noticed that v285 wasn't launching OBSE OB or OBSE CS.
I updated to v287 and still have the same problem. OB or the CS will launch, but not with the OBSE loader.

Something I did? Or can fix?
You do check the little green square on the bottom left no ?
User avatar
Naomi Ward
 
Posts: 3450
Joined: Fri Jul 14, 2006 8:37 pm

Post » Sat Jun 26, 2010 8:21 am

I do remember that having TES4Edit being open would result in errors, but it's not open. I checked Process Explorer and WyreBash is the only Python application running. :?
I ran BOSS a second time and it didn't help.

Ahh well. I'll just leave TT enabled until I can figure this out eh? ^_^
User avatar
Averielle Garcia
 
Posts: 3491
Joined: Fri Aug 24, 2007 3:41 pm

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