[RELZ] Wrye Bash -- Thread 50

Post » Wed Jan 12, 2011 9:09 pm

Oblivion can handle that kind of path, since they are perfectly browsable through windows explorer. It's just a folder with an unreadable name.

And, I take a look into the svn repository and i saw some work on UTF8 issues. So, I'll try the unstable branch to see if it works.

yep and with that work all my non-English characters are working fine... don't know if I've tried Korean ones... if it doesn't work for you could you package just one or two of those files and email (pacificmorrowind gmail com) or upload and pm me a link? (so that I can make it work)
Pacific Morrowind
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Da Missz
 
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Post » Wed Jan 12, 2011 10:13 pm

Oblivion can handle that kind of path, since they are perfectly browsable through windows explorer. It's just a folder with an unreadable name.
Not 100 % sure but should not really be unreadable - maybe just "undisplayable" - to display them (I do hate those squares) Control Panel > Regional and Language Options > Languages > check boxes in Supplemental language support and restart (XP - I guess it 'd be similar in 7)
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Mike Plumley
 
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Post » Thu Jan 13, 2011 5:31 am

So in some recent testing of my constant work in progress called my Oblivion installation I regenerated my ini.

I then went about with my usual tweaks of the ini and thought "hey these would be great additions to the ini edits tab of wrye bash."

The first was to change iShadowMapResolution to 1024 as per http://www.uesp.net/wiki/Oblivion:Technical_Support. There are a few other ini tweaks recommended for trouble shooting on that page too that might be worth having as ini edits.

Another I often do is to turn off music (that would be a great edit for the tab) and then also to turn off all the intro movies.

those my requests!

added, good idea.


CBash = None just disables CBash... probably due to other processes running (to test times I always do batch scripts and/or run at least 5 time and then compre the times since that usually stopdecreases external interference)...
I see "what" the problem is... now to fix it... I think it should be pretty easy actually :)

fix commited (may make a better one shortly but for now this'll work)


So in some recent testing of my constant work in progress called my Oblivion installation I regenerated my ini.

I then went about with my usual tweaks of the ini and thought "hey these would be great additions to the ini edits tab of wrye bash."

The first was to change iShadowMapResolution to 1024 as per http://www.uesp.net/wiki/Oblivion:Technical_Support. There are a few other ini tweaks recommended for trouble shooting on that page too that might be worth having as ini edits.

Another I often do is to turn off music (that would be a great edit for the tab) and then also to turn off all the intro movies.

those my requests!

added, good idea.

Was there ever a bash tag called spellsOnly?

As I reported http://www.gamesas.com/index.php?/topic/1115084-relz-fcom-convergence-and-ufcom-66/page__view__findpost__p__16382251 I seem to have a tag called that on my FCOM esm that I cannot get rid of.

It is not written with the {{brackets}} method in the description field and did not come that way out of the archive.

Was it once a tag that got removed and somehow all these months Wrye Bash still reads a tag associated with it. I vaguely recall it as a tag that got short use then changed.

[edit] also Pacific Morrowind not sure if you saw my other request http://www.gamesas.com/index.php?/topic/1114316-relz-wrye-bash-thread-50/page__view__findpost__p__16375684.

thanks

yes... but it hasn't been used for a while (got replaced with Actors.Spells/Actors.SpellsForceAdd)... however :oops: forgot to update the BOSS masterlist with those replacments.. fixed.


Feature request:

iLevItemLevelDifferenceMax
iInventoryAskQuantityAt
iCrimeGoldTresspass
iCrimeGoldPickpocket

Possible to get those added to the tweaks menus?

sure... added... any specific values desired?
Pacific Morrowind
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Emilie Joseph
 
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Post » Wed Jan 12, 2011 5:30 pm

ini swapper? Pretty please? With an ini swapper and good use of save profiles - that are all that is needed to safely have an Oblivion and Nehrim install that do not conflict.

As for another ini tweak - how about the character field of view while in dialogue. Ahh can't bring up Arwen's website but she talks about it. A few settings to zoom out when in dialogue. [edit] ok her site comes up in IE so here is the section: http://amito.freehostia.com/Oblivion/OB-tips.htm#Oblivion.ini_File

thanks for the above (I got quoted twice even so not sure if you were quoting other requests).
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~Sylvia~
 
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Post » Wed Jan 12, 2011 7:03 pm

yep and with that work all my non-English characters are working fine... don't know if I've tried Korean ones... if it doesn't work for you could you package just one or two of those files and email (pacificmorrowind gmail com) or upload and pm me a link? (so that I can make it work)
Pacific Morrowind

Actually, the unstable branch could not run due to some utf charaters:

(I added, just before the raise:)
        print personal        print pErrorInfo

And so, got :
E:\Program Files\Bethesda Softworks\Oblivion\Mopy>E:\python26\python.exe "Wrye bash launcher.pyw"bolt.Path(u'E:\\Program Files\\Bethesda Softworks\\Oblivion\\\u3a45\u445c\u636f\u6d75\u6e65\u7374\u6120\u646e\u5320\u7465\u6974\u676e\u5c73\u6542\u6c6c\ue869\u6572\u4c20\u6475\u766f\u6369\u4d5c\u7365\u6420\u636f\u6d75\u6e65\u7374')Folder paths extracted from win32com.shell.Traceback (most recent call last):  File "Wrye bash launcher.pyw", line 95, in     bosh.initDirs(personal,localAppData,oblivionPath)  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 27857, in initDirs    % (personal.s,pErrorInfo))bolt.BoltError


Are those kind of errors needed to be sent by mail ?
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Wayne W
 
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Post » Thu Jan 13, 2011 1:12 am

ini swapper? Pretty please? With an ini swapper and good use of save profiles - that are all that is needed to safely have an Oblivion and Nehrim install that do not conflict.

As for another ini tweak - how about the character field of view while in dialogue. Ahh can't bring up Arwen's website but she talks about it. A few settings to zoom out when in dialogue.

thanks for the above (I got quoted twice even so not sure if you were quoting other requests).

working on it... linking it to save profiles as well :) - but not done yet.
I'l look into that.
not sure how I double quoted you... oh well

Actually, the unstable branch could not run due to some utf charaters:

(I added, just before the raise:)
        print personal        print pErrorInfo

And so, got :
E:\Program Files\Bethesda Softworks\Oblivion\Mopy>E:\python26\python.exe "Wrye bash launcher.pyw"bolt.Path(u'E:\\Program Files\\Bethesda Softworks\\Oblivion\\\u3a45\u445c\u636f\u6d75\u6e65\u7374\u6120\u646e\u5320\u7465\u6974\u676e\u5c73\u6542\u6c6c\ue869\u6572\u4c20\u6475\u766f\u6369\u4d5c\u7365\u6420\u636f\u6d75\u6e65\u7374')Folder paths extracted from win32com.shell.Traceback (most recent call last):  File "Wrye bash launcher.pyw", line 95, in     bosh.initDirs(personal,localAppData,oblivionPath)  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 27857, in initDirs    % (personal.s,pErrorInfo))bolt.BoltError


Are those kind of errors needed to be sent by mail ?

hmmm... okay that is bizarre... sending you a test file to see if it fixes that.
Pacific Morrowind
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Sebrina Johnstone
 
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Post » Wed Jan 12, 2011 6:48 pm

Feature request:

Possible to get those added to the tweaks menus?


sure... added... any specific values desired?
Pacific Morrowind


iLevItemLevelDifferenceMax: Vanilla = 8, Frans = 14, Warcry = 50, I've got mine custom set to 20.
iInventoryAskQuantityAt: Vanilla = 3, Mine is set to 5, So probably anything between 1 and 10 will make suitable defaults.
iCrimeGoldTresspass: Vanilla = 5, TIE = 10, Mine = 20.
iCrimeGoldPickpocket: Vanilla = 25, TIE = 40, Mine = 10.
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Wane Peters
 
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Post » Thu Jan 13, 2011 12:23 am

I'm not arguing against including iInventoryAskQuantityAt, but I did want to note that TQP requires iInventoryAskQuantityAt to be set to 2. If it isn't 2, and you try to buy/sell/drop a stack of two items, it won't work properly. TQP sets iInventoryAskQuantityAt both directly in the esp and also via script. So any tweaked value will be overridden if TQP is installed.
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Crystal Birch
 
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Post » Thu Jan 13, 2011 12:38 am

Hallo guys, I'm wetting my feet with Wrye Bash for the first time!

1. I've read that one should modify Wrye Bash Launcher's shortcut as to include python.exe as well - since this isn't mentioned on the readme or on Tomlongs's fantastic TesPositive tutorials,
can you tell me if this tweak is necessary or not?

2. After initializing WB for the first time (2.87 with both Python 2.6 and 2.7), the program stutters heavily (goes often blank and unresponsive)..
Any idea how to fix it? I'm running on I5 750, 4 gb, XPSP3 Pro and 17 gb of uncompressed mods lol

3. Is it better to keep mods in the Bash Installers as folders, or should I zip them?

Thanks :)
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Tamara Dost
 
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Post » Thu Jan 13, 2011 3:32 am

Hallo guys, I'm wetting my feet with Wrye Bash for the first time!

1. I've read that one should modify Wrye Bash Launcher's shortcut as to include python.exe as well - since this isn't mentioned on the readme or on Tomlongs's fantastic TesPositive tutorials,
can you tell me if this tweak is necessary or not?

2. After initializing WB for the first time (2.87 with both Python 2.6 and 2.7), the program stutters heavily (goes often blank and unresponsive)..
Any idea how to fix it? I'm running on I5 750, 4 gb, XPSP3 Pro and 17 gb of uncompressed mods lol

3. Is it better to keep mods in the Bash Installers as folders, or should I zip them?

Thanks :)

1. I've never had to modify the launcher to make Wrye Bash work.

3. Opening the Installers tab goes much faster if you zip up your mods, as opposed to keeping them in folders. The reason is because when content is in folders, Wrye Bash has to calculate the CRC for every file present. When it is in an archive, the archive already has the CRCs calculated so Wrye Bash just has to retrieve them.
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Rach B
 
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Post » Thu Jan 13, 2011 8:29 am

Moved the question here from the new thread I started .. sorry.

I have just recently started getting the following error when I run the Wyre Bash Update NPC levels after updating my list of installed mods

Traceback (most recent call last):
File "X:\Program Files (x86)\Oblivion\Mopy\basher.py", line 8791, in Execute
modErrors.append(str(x))
File "X:\Program Files (x86)\Oblivion\Mopy\bosh.py", line 116, in __str__
return self.inName.s+': '+self.message
AttributeError: 'str' object has no attribute 's'

does any one have an idea what is causing this and if it is a problem and how to fixit ?

I was able to run the upate NPC levels for a few days with no problems when I first installed FCOM and a few other mods, I have added a number of other mods since and then noticed this error the next time I ran the update NPC levels.
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Strawberry
 
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Post » Thu Jan 13, 2011 6:38 am

1. I've never had to modify the launcher to make Wrye Bash work.

3. Opening the Installers tab goes much faster if you zip up your mods, as opposed to keeping them in folders. The reason is because when content is in folders, Wrye Bash has to calculate the CRC for every file present. When it is in an archive, the archive already has the CRCs calculated so Wrye Bash just has to retrieve them.


Thanks JdeRau!

Should mods be zipped with compression, or uncompressed like BSAs?
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saxon
 
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Post » Wed Jan 12, 2011 9:24 pm

Should mods be zipped with compression, or uncompressed like BSAs?

Not compressing the archives will definitely make installing and uninstalling mods faster. Not sure about Installer startup time but I'm inclined to thinking that compression doesn't affect it.
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Noely Ulloa
 
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Post » Thu Jan 13, 2011 5:21 am

Not compressing the archives will definitely make installing and uninstalling mods faster. Not sure about Installer startup time but I'm inclined to thinking that compression doesn't affect it.


Ok, tested WB with a few uncompressed 7zipped mods and it seems stable now :)

Still, when I start WB it keeps telling me that my oblivion.ini doesn't begin with a header like [General], while mine (including the _default one in game folder) actually does.. as [General] is exactly at the top!

Any idea?
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Lou
 
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Post » Wed Jan 12, 2011 8:35 pm

I have a Problem with WB

MERGE/SCAN-FEHLER: OWC - New Dimension.esp
Traceback (most recent call last):
File "G:\Programme\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4905, in Execute
patchFile.scanLoadMods(SubProgress(progress,0.2,0.8)) #try to speed this up!
File "G:\Programme\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15011, in scanLoadMods
patcher.scanModFile(modFile,nullProgress)
File "G:\Programme\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 26390, in scanModFile
eye_mesh[eye] = (record.rightEye.modPath.lower(),record.leftEye.modPath.lower())
AttributeError: 'NoneType' object has no attribute 'modPath'


What is the Problem, and how can i fix it?
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Christine
 
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Post » Wed Jan 12, 2011 7:39 pm

Please, is it possible to write down the requirements for the actual svn version (newer than 287, beta or alpha)?

Python?
wxPython? ansi or unicode
ComTypes?
pyWin?
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Guinevere Wood
 
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Post » Thu Jan 13, 2011 1:55 am

Same as current requirements.
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Cathrine Jack
 
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Post » Thu Jan 13, 2011 6:40 am

I have a Problem with WB



What is the Problem, and how can i fix it?


Looks like error in one of the Eyes records in OWC - New Dimension.esp. You may want to check it out in the CS or TES4EDIT. Also, if it's tagged with any Eyes tags, turn them off and try rebuilding BP again.
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Chris Johnston
 
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Post » Thu Jan 13, 2011 9:17 am

Use the unicode version of wxPython for the SVN version. All the other requirements are the same as the official release.
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Zach Hunter
 
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Post » Thu Jan 13, 2011 12:56 am

Got an error message:
Wrye Bash ver. 288 rev. 606
python-2.6.5, wxPython2.8-win32-unicode-2.8.11.0-py26, pywin32-214.win32-py2.6, comtypes-0.6.2.win32

Message:
Q:\Oblivion Tools\Wrye Bash\Mopy\bolt.py:526: UnicodeWarning: Unicode equal comparison failed to convert both arguments to Unicode - interpreting them as being unequal  if isinstance(other,Path): return cmp(self._cs, other._cs)Traceback (most recent call last):  File "Q:\Oblivion Tools\Wrye Bash\Mopy\basher.py", line 3896, in OnShowPage    self.GetPage(event.GetSelection()).OnShow()  File "Q:\Oblivion Tools\Wrye Bash\Mopy\basher.py", line 2547, in OnShow    if data.refresh(progress,what,self.fullRefresh):  File "Q:\Oblivion Tools\Wrye Bash\Mopy\bosh.py", line 10976, in refresh    settings['bash.installers.removeEmptyDirs'], fullRefresh)  File "Q:\Oblivion Tools\Wrye Bash\Mopy\bosh.py", line 9749, in refreshSizeCrcDate    oSize,oCrc,oDate = oldGet(rpFile,(0,0,0))  File "Q:\Oblivion Tools\Wrye Bash\Mopy\bolt.py", line 526, in __cmp__    if isinstance(other,Path): return cmp(self._cs, other._cs)UnicodeDecodeError: 'ascii' codec can't decode byte 0xe4 in position 39: ordinal not in range(128)


Last action: switching to the installers tab
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Joanne Crump
 
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Post » Wed Jan 12, 2011 9:46 pm

http://www.gamesas.com/index.php?/topic/1116583-cant-get-visually-enchanted-soultrap-fixed-esp-to-deactivate/ since anol retentive people are unkind to new players.


I need help installing this part of a mod...

Posted Yesterday, 12:59 PM
It is part of Visually Enchanted Customizer Fixed.

I have the other plugins deactivated and imported in graphics, with those three having entries in the Merge section
of the bashed patch, but they are in the import section checked. It has the same Deactivate, Graphics tags as the other 3 plugins.

The Soultrap esp does not appear in the merge section but is in the import graphics section and is checked.

Everytime I build the patch with it unchecked in the mod tab, it becomes checked with the red line highlight.

I have tried having the other three merged and imported, only imported and not merged, but the Soultrap one still winds up with the activated checkbox in the Mods tab.


Spoiler
Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  All Natural Base.esm  [Version 1.0]03  Cobl Main.esm  [Version 1.72]04  Qarls_Harvest.esm05  CyrodiilUpgradeResourcePack.esm06  Better Cities Resources.esm07  BetterMusicSystem.esm08  BathingMod_Base.esm09  CURP_Controller.esm0A  AFC v2 Core.esm0B  Progress.esm  [Version 2.2]0C  A_Bloody_Mess.esm0D  HorseCombatMaster.esm**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]0E  Unofficial Oblivion Patch.esp  [Version 3.2.0]0F  Oblivion Citadel Door Fix.esp10  DLCShiveringIsles.esp11  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]12  All Natural - Real Lights.esp  [Version 1.0]13  All Natural.esp  [Version 1.0]14  All Natural - SI.esp  [Version 1.0]15  Immersive Interiors.esp16  Immersive Interiors - Lights Addon.esp++  Symphony of Violence.esp17  AmbientTownSounds.esp18  Distant Chapel Bells.esp19  Diverse Voices.esp  [Version 0.1a]1A  Rainbows.esp1B  LightsOut.esp1C  Cities Alive At Night.esp1D  IWR-Lights.esp1E  IWR-Windows.esp1F  IWR-Shutters.esp20  IWR - Windows Lights Shutters - Optimised.esp21  300_Lore_Dialogue_Updated.esp22  AFC v2 Combo Chains.esp23  AFC v2 Combat Moves.esp24  AFC v2 Quick Powerattacks.esp25  AFC v2 Damage Text.esp26  AFC v2 Gauntlet Weaponry.esp27  AFC v2 Locational Damage.esp28  BookTrackerOBSE.esp29  Cats & Rats.esp2A  ClocksOfCyrodiil.esp2B  Chapel Tithe.esp++  Cyrodilic Brandy.esp2C  ImprovedSigns.esp2D  Inebriation.esp++  Item interchange - Extraction.esp  [Version 0.76]2E  kuerteeSittableRocks.esp2F  P1DseeYouSleep.esp30  Portable Campsite.esp++  P1DseeYouSleep - Portable Campsite.esp31  Q - More and Moldy Ingredients v1.1.esp32  Qarls_Harvest.esp33  Qarls_Harvest addon.esp34  SoT_Holiday.esp35  Willful Resistance.esp  [Version 4.0]36  Wyverex - Deployable Traps.esp37  Enhanced Economy.esp  [Version 4.3.1]38  Crowded Roads Revisited.esp  [Version 1.1]39  Crowded Roads Revisited_ChorrolCheydinhal_5.esp3A  Crowded Roads Revisited_GreenRoad_10.esp3B  Crowded Roads Revisited_YellowRoad_10.esp3C  Crowded Roads Revisited_GoldRoad_20.esp3D  PTRoamingNPCs.esp3E  FF_Real_Thirst.esp3F  Choices and Consequences.esp  [Version 2.1]40  Map Marker Overhaul.esp  [Version 3.6]41  Map Marker Overhaul - SI additions.esp  [Version 3.5]42  Improved Hotkeys_Extended.esp  [Version 1.1]43  DLCHorseArmor.esp44  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]45  DLCOrrery.esp46  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]47  DLCVileLair.esp48  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]49  P1DseeYouSleep - DLCVileLair.esp4A  DLCMehrunesRazor.esp4B  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]4C  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp4D  ACCCGR SI.esp++  CM_Better Wine.esp++  FineWeapons.esp++  RustyItems.esp4E  WarriorBandages_V2.0.esp4F  Thieves Arsenal.esp++  Thieves_Arsenal_Patch_033010.esp50  Extinguish the Lights.esp51  DLCThievesDen.esp52  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]53  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]54  Cobl Glue.esp  [Version 1.72]55  Cobl Si.esp  [Version 1.63]56  FF_Real_Thirst, Cobl.esp++  Cobl Tweaks.esp  [Version 1.44]57  Bob's Armory Oblivion.esp58  Creatures Alive v1.3.esp59  kuerteeWanderingEncounters.esp5A  Lock Bash Omega.esp  [Version 1.5]5B  Enhanced Quest Roleplaying.esp  [Version 2.03]5C  cyrodiil transportation network 1.3 wz.esp5D  Duke Patricks - Bottle Shoot Archery Practice.esp5E  Extended Imperial City Version 1.0.esp5F  FuseFruitMachine.esp  [Version 1.0]60  FuseSnailRacing.esp61  Kragenir's Death Quest.esp62  KDQ - Rural Line Additions.esp63  Corpse_Kvatch.esp64  LetThePeopleDrink.esp  [Version 2.5]65  KragenirsDeathQuest-LetThePeopleDrink patch.esp66  Region Revive - Lake Rumare.esp67  TheElderCouncil.esp68  TheElderCouncil_TempleOfTheOne.esp69  TEC_4ERA_Dialog_Filter.esp6A  thievery.esp6B  thievery - EE patch.esp  [Version 4.2]6C  Travelers Inns.esp6D  VaultsofCyrodiil.esp6E  Window Entrances 1.0.esp6F  za_bankmod.esp70  DLCBattlehornCastle.esp71  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]72  Lynges_Thieves_Highway-10256.esp73  DLCFrostcrag.esp74  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]75  Knights.esp76  Knights - Unofficial Patch.esp  [Version 1.0.9]77  SM Plugin Refurbish(Merged).esp  [Version 1.30]78  Choices and Consequences - SM Plugin Refurbish - Orrery.esp  [Version 2.0]79  ElsweyrAnequina.esp7A  road+bridges.esp  [Version 4.5.7]7B  Feldscar.esp  [Version 1.0.4]7C  Vergayun.esp  [Version 1.0.5]7D  Faregyl.esp  [Version 1.0.10]7E  Faregyl+Anequina Patch.esp7F  KragenirsDeathQuest-LostCoast patch.esp80  KragenirsDeathQuest-CloudtopMountains patch.esp81  KragenirsDeathQuest-RollingHills patch.esp82  xulBrenaRiverRavine.esp  [Version 1.1]83  xulImperialIsle.esp  [Version 1.6.5]84  Fuses Snail Racing Unique Landscapes Imperial Isle patch.esp85  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 1.3.3]86  xulBlackwoodForest.esp  [Version 1.1.0]87  xulSkingradOutskirts.esp  [Version 1.0.1]88  NRB4+UL-II+LtPD Patch.esp  [Version 3.0.1]89  bartholm.esp8A  bartholm - EE patch.esp  [Version 4.2]8B  NRB4+RR Patch.esp  [Version 2.1]8C  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]8D  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]8E  CoverYourself.esp8F  DropLitTorchOBSE.esp  [Version 2.4]90  DS Storage Sacks.esp  [Version 1.21]91  Dungeon Actors Have Torches 1.6 CT.esp92  Exterior Actors Have Torches 1.3 CT.esp93  gardening.esp94  GP_Lockpicks.esp  [Version 1.5]++  Hurt Me Bad Traps.esp95  ImprovedSoulgems.esp  [Version 1.11]96  kuerteeInventoryIsABackpack.esp97  P1DkeyChain.esp  [Version 5.00]98  PersuasionOverhaul.esp  [Version 1.43]99  ReneerNPCNameMod.esp9A  RenCorpseMod.esp9B  kuerteeGoldIsAnInventoryItem.esp9C  Salmo the Baker, Cobl.esp  [Version 3.08]9D  SetsunaDummyTraining.esp9E  Enhanced Vegetation [110%].esp9F  talkwithyourhands2.espA0  Toggleable Quantity Prompt.esp  [Version 3.1.1]A1  kuerteeAlternativesToDeathAndReload.espA2  Enhanced Economy - House prices.esp  [Version 1.0]A3  Roleplaying Dialogues.espA4  Alternate Start Revamped.espA5  BathingMod_Soap.espA6  BathingMod_Bathroom_Upgrades.espA7  BathingMod_Placeable_Bathtubs.esp++  BathingMod_ABMCP_Bathtubs_and_Bathrooms.espA8  RealisticFatigue.espA9  RealisticHealth.espAA  Real Injury.espAB  RealisticForceMedium.espAC  ReneerKeyLockMod.espAD  RealSleepExtended.esp  [Version 2.4.2]AE  RefScope.esp  [Version 2.0.2]AF  Syc_AtHomeAlchemy.espB0  RshAlchemy.espB1  StealthOverhaul.espB2  StealthOverhaul, Cobl.esp  [Version 1.2]B3  DD_ProximitySneakPenalty.espB4  ZumbsLockpickingMod - OBSE.espB5  ZumbsLockpickingMod - Hide Difficulty Addon.espB6  SM Bounty.esp  [Version 1.22c]++  CoblDeathFix.esp  [Version 1.20]B7  sycSHOUT.esp  [Version 1.02]B8  kuerteeClothingMatters.espB9  kuerteeCrimeHasWitnesses.espBA  kuerteeLootingDeadGuardsIsStealing.espBB  Enhanced Grabbing.esp  [Version 0.5]BC  Deadly Reflex 5 - Timed Block with no damage or durability changes.espBD  DeadlyReflex 5 - Combat Moves.espBE  Deadly Reflex - Breathing Motion & Head Bobbing.espBF  kuerteeNPCsYield.espC0  MM_AlchemyPotions.espC1  BFG's Enhanced Armory.espC2  Intelligence Overhaul.espC3  nGCD.esp++  nGCD Skeleton Key.espC4  ProgressGSD.esp  [Version 2.0]C5  ProgressMBSP.esp  [Version 2.0]C6  ProgressSBSP.esp  [Version 1.0]C7  ProgressRBSP.esp  [Version 1.0]C8  ProgressRacial.espC9  ProgressArmorer.esp  [Version 1.0]CA  immersive_caves_auto.esp**  Let There Be Darkness - Cyrodiil + SI.esp**  Let There Be Darkness - Knights.esp**  Let There Be Darkness - Mehrunes Razor.esp**  Let There Be Darkness - Thieves Den.esp**  Let There Be Darkness - The Elder Council.esp**  Let There Be Darkness - Thievery.esp**  Let There Be Darkness - Elsweyr.esp**  Let There Be Darkness - UL Colovian Highlands.esp**  Let There Be Darkness - UL Lost Coast.esp**  Let There Be Darkness - UL Brena.esp**  Let There Be Darkness - UL Blackwood Forest.esp++  Item interchange - Placement.esp  [Version 0.76]CB  Stat Restore.espCC  Cobl Races.esp  [Version 1.52]++  Cobl Races - Balanced.esp  [Version 1.52]CD  Really Immersive Messages.esp++  RedBag - Fog.espCE  Get Wet - just droplets.esp++  Visually Enchanted Fire 3.esp++  Visually Enchanted Frost 2.esp++  Visually Enchanted Shock 1.esp**  Enhanced Economy - Soulgems.esp  [Version 4.2.2]CF  Cyrodiil Training Center.espD0  MagicDefence.espD1  ExperienceBasedTraining.espD2  Region_Revive_-_Lake_Rumare_FuseSnailRacing_Patch.espD3  Real Hunger, Cobl.esp  [Version 1.6.1]**  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]D4  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.0]D5  LandMagicPatch.espD6  Bashed Patch, 0.espD7  Duke Patricks - Basic Hypothermia.esp  [Version 3.1]D8  Duke Patricks - Nosferatu Class Vampires.esp  [Version y]D9  Duke Patricks - Double Arrow Nock Shot.esp  [Version 1.5.1a]DA  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]DB  Duke Patricks - Actors Can Miss Now.espDC  Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [Version 4]DD  Duke Patricks - Combat Archery.esp  [Version 3.2]DE  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]DF  Colored Map for Elsweyr 1.1.espE0  Oblivion Graphics Extender Support.esp  [Version 0.2]







Posted Today, 12:32 AM
bump...hours later and after seemingly fixing my save-crash problem, I tried to reinstall this and it still has the red line.
It will not stay deactivated. I leave it unchecked, check the import graphics option, rebuild, and it is checked.
If I uncheck it then it deactivates all the other plugins of this mod, and deactivates the bashed patch.

This is what I get when I right click and Mark Mergable:


Not Mergeable
? Visually Enchanted SoulTrap 1.esp:

New record(s) in block(s): EFSH.

Is a master of non-mergeable mod(s): Bashed Patch, 0.esp.




Posted Today, 12:46 AM
Another wrye bash question!

Yeah that readme is so vague isn't it - the mods tab section should really say why a line is red.
I slept with Faith, and found a corpse in my arms on awaking; I drank and danced all night with Doubt, and found her a virgin in the morning.
Doubt is a good servant but a bad master; a perfect mistress, but a nagging wife.


Posted Today, 03:10 PM
To be expected from you...

Like I said in the other thread, I read this stuff but it isn't always clear or helpful:


Line Colors

? Pink: A file that shares a modification date/time with another file. Not a problem unless they're both activated, in which case, the lines turn...

? Orange: Exclusion group violation. See Exclusion Groups below.

? Red:

? A file that shares a modification date/time with another file – with both files being activated. This should definitely be corrected! Use details view to change the modification date of one of the files by a second or more.

? An active file that has the 'Deactivate' tag. The file should be deactivated to function properly.


? Grey: A file that is ghosted (see Auto-Ghost)


1. It is quite obvious looking at the mods tab that the mod before and after have different dates/times.

2. How many times do I have to say that it will NOT stay deactivated? I leave it unchecked and it becomes checked. It has no merge tag so it isn't listed in the merge section.
It is listed in the import section. I never figured this to be a WB issue, but a mod issue.

In any case I will repost in the WB thread here for the anol retentive population.

User avatar
Celestine Stardust
 
Posts: 3390
Joined: Fri Dec 01, 2006 11:22 pm

Post » Thu Jan 13, 2011 7:34 am

Again pointing out that for most who saw your image of the persistently activated esp will see that you cut the image off where the next esp was going go to be, so why wouldn't a person assume that is the issue as per the readme?

Now onto actually solving this issue.

the BOSS masterlist I have says to tag it with graphic and deactivate
It could be BOSS is wrong, but then reading BOSS log for it and it says nothing about a nomerge tag - did you add any other tags?

Does it show up in any other section of the bashing process?

I've added it to my data folder and am bashing right now - will give results.
User avatar
Makenna Nomad
 
Posts: 3391
Joined: Tue Aug 29, 2006 10:05 pm

Post » Thu Jan 13, 2011 1:11 pm

I also have the same problem with this plug-in I've just stopped trying after a few weeks and am not using it. Though I would like to know why it wont work as it was driving my nuts.
User avatar
Josh Trembly
 
Posts: 3381
Joined: Fri Nov 02, 2007 9:25 am

Post » Thu Jan 13, 2011 5:45 am

Just bashed the patch it is red as per your report.

I removed the deactivate tag and the red went away. So I'm assuming that if as the readme says:
? An active file that has the 'Deactivate' tag. The file should be deactivated to function properly.
then the converse is true as well - that if it needs to be active when it is tagged deactivate then it will again be red.

I'd wait for official word though.

In ye olde days Wrye Bash did not have a panel for adding tags and it was first implemented that Bash would auto detect if an esp was mergable - and the criteria being that if the esp only altered records was it considered mergable if it added records then it was not (new material meant active only) Since then bash tags have come along that will import the new material - such as graphics.

Looking in tes4edit I can see that the record with FormID ##000CE6 does not overlap with Oblivion.esm and is likely the new record that does not allow for it to both be imported and deactivated.

But - I could totally be wrong - I just thought it fair that I try and help. If I'm right then BOSS is wrong.
User avatar
naomi
 
Posts: 3400
Joined: Tue Jul 11, 2006 2:58 pm

Post » Thu Jan 13, 2011 1:24 am

OP updated with new images.
Do I ignore it or should I just uninstall it?
User avatar
ShOrty
 
Posts: 3392
Joined: Sun Jul 02, 2006 8:15 pm

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