[RELZ] Wrye Bash -- Thread No. 42

Post » Tue Mar 15, 2011 7:07 pm

As reported http://www.gamesas.com/index.php?/topic/1088895-relzwipz-oblivifall-vengeance-of-the-classic/page__view__findpost__p__15946183 when I updated Cliffworn's http://www.tesnexus.com/downloads/file.php?id=29676 mod - I found that BAIN choked on several of the file names that had french accents on them.

I know that this was a much bigger problem last year and well - here it is again. But unlike last year where it would throw an error or not install at all BAIN is adding commas and such to the files:
sound\fx\Oblivifall\Dungeons\AyleidRuinsHant?.wavsound\fx\Oblivifall\Dungeons\CaverneDaedriqueMouill?e.wavsound\fx\Oblivifall\Dungeons\CaverneHant?e.wavsound\fx\Oblivifall\Dungeons\CaverneMouill?e.wavsound\fx\Oblivifall\Dungeons\FortHant?.wavsound\fx\Oblivifall\Dungeons\PetitTunnelDaedriqueMouill?.wavsound\fx\Oblivifall\Dungeons\PetitTunnelMouill?.wavsound\fx\Oblivifall\Dungeons\?go–ts.wav
as compared to the actual file names:
   ├AyleidRuinsDaedriques   ├AyleidRuinsHanté   ├AyleidRuinsStandard   ├Caverne   ├CaverneDaedrique   ├CaverneDaedriqueMouillée   ├CaverneHantée   ├CaverneMouillée   ├FortDaedrique   ├FortHanté   ├FortStandard   ├Mines   ├PetitTunnel   ├PetitTunnelDaedrique   ├PetitTunnelDaedriqueMouillé   ├PetitTunnelMouillé   └égo?ts
I installed them manually for now.

If you are willing to do it, its an easy fix. Load TES Construction Set, File/Data , scroll down and double click Oblivifall to put a cross in the box, click the Set as Active, then Okay.

In the Object window, Miscellaneous section, click on Sound. In the right pane of the object window scroll down until you find the Oblivifall set of sounds

Open a windows explorer window and go to oblivion/data/sound/fx/oblivifall

Rename all the sound files with an accented e to just an e

Now back to TESCS, right click on an oblivifall sound with an accented e (if you scroll the pane right you will see the file path and name) and choose Edit

Underneath the ID, is a button with the filename path, click it and a dialogue pops up to choose your renamed fx file for that particular sound.

There are 17 sounds altogether, 7 of which need changing (1 sound is not used, I think it was petitetunneldaedricmoulle.wav, why I dont know but I have used it for the second instance of petitetunnel.wav reference - you will see what I mean when you get there).

Once you have all the references in the ESP pointing at the renamed sound files, you can save the ESP and copy that plus the renamed sound files back into the archive you are using to install.
User avatar
Jordan Moreno
 
Posts: 3462
Joined: Thu May 10, 2007 4:47 pm

Post » Tue Mar 15, 2011 10:54 pm

alt3rn1ty-

While I appreciate the help this is something that, I think, is best handled by the developers. I don't want to get involved in hacks of Wrye Bash and then having to stay on top of that with updates to Wrye Bash.

As stated http://www.gamesas.com/index.php?/topic/1088895-relzwipz-oblivifall-vengeance-of-the-classic/page__view__findpost__p__15946419 this issue was addressed with many German characters, but perhaps not for French. I feel certain that Wrye Bash developers will look into it.

besides Cliffworms stated he would look into translations too. It is not that the mod is broken and since it is under development still I'd rather bring that to the developer of that than fix it myself and have to stay on top of my fixes with any updates he may do to the mod itself.

thanks though
User avatar
sarah
 
Posts: 3430
Joined: Wed Jul 05, 2006 1:53 pm

Post » Tue Mar 15, 2011 9:42 pm

Okay - Glad about that anyway, having a problem with mediafire, they have so many advertising hooks on your browser if you dont enable everything plugin/java/cookie and god knows what else the upload stalls/fails/re-attempts - basicly if you need to upload, throw any privacy restrictions out of the window or they dont play. Tried 3 browsers and the closest I came was uploading, which then stopped, restarted, stopped over and over. I wonder if its the latest MVPS hosts file I am using restricting them in some way they dont like... Oh well doesn't matter.

Edit: Ha, Cliffworms must have sensed this topic - http://www.gamesas.com/index.php?/topic/1072864-relz-oblivifall-ambiant-dungeon-sfx/page__view__findpost__p__15946682
User avatar
Rudi Carter
 
Posts: 3365
Joined: Fri Sep 01, 2006 11:09 pm

Post » Tue Mar 15, 2011 10:50 am

Traceback (most recent call last):  File "D:\Games\Oblivion Gold\Mopy\basher.py", line 4875, in Execute    raise  File "D:\Games\Oblivion Gold\Mopy\basher.py", line 4834, in Execute    patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!  File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 13869, in initData    patcher.initData(SubProgress(progress,index))  File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 15213, in initData    self.classestemp.add(recClass)AttributeError: DeathItemPatcher instance has no attribute 'classestemp'


error creating bashed patch when the option 'import actors: death items' is marked
User avatar
Dawn Farrell
 
Posts: 3522
Joined: Thu Aug 23, 2007 9:02 am

Post » Tue Mar 15, 2011 10:37 am

New question-

What exactly is supposed to happen when I click the wizard option in the installers tab.

what should be the first thing I see?

Is there more documentation on this feature than the included readme? Is it a complete feature or is it beta/WIP status?

I'm asking because clicking on it in Gary Bash for Fallout 3 caused Gary Bash to not be open-able at all. Posted about it http://www.gamesas.com/index.php?/topic/1079607-relz-garybash/page__view__findpost__p__15946961.

thanks
User avatar
Music Show
 
Posts: 3512
Joined: Sun Sep 09, 2007 10:53 am

Post » Tue Mar 15, 2011 4:24 pm

Quick question, should I rebuild my bashed patch every single time my load order is modified or a new ESP is added?
User avatar
Juan Cerda
 
Posts: 3426
Joined: Thu Jul 12, 2007 8:49 pm

Post » Tue Mar 15, 2011 3:07 pm

Quick question, should I rebuild my bashed patch every single time my load order is modified or a new ESP is added?

Simple answer - Yes
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louise tagg
 
Posts: 3394
Joined: Sun Aug 06, 2006 8:32 am

Post » Tue Mar 15, 2011 6:55 pm

Gettting an error with the .obse statistics feature.
Traceback (most recent call last):  File "D:\Oblivion\Mopy\basher.py", line 10084, in Execute    saveFile.logStatObse(log)  File "D:\Oblivion\Mopy\bosh.py", line 6047, in logStatObse    log(_('    Mod :  %02X (%s)') % (modIndex, self.masters[modIndex].s))IndexError: list index out of range

User avatar
Arnold Wet
 
Posts: 3353
Joined: Fri Jul 07, 2006 10:32 am

Post » Tue Mar 15, 2011 2:34 pm

It's working good Here...
Spoiler
Header
================================================================================
Format version: 00000001
OBSE version: 18.6
Oblivion version: 010201A0

Plugin opcode=00001400 chunkNum=122
================================================================================
Type Ver Size
--------------------------------------------------------------------------------
SVTS 0 00000000
RVTS 0 00000017
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 1
Data: CelShader+EdgeAA
RVTS 0 00000020
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 2
Data: Data\Shaders\obsharpen.fx
RVTS 0 00000007
Mod : 6B (FormID Finder4.esp)
ID : 4
Data:
RVTS 0 00000007
Mod : 20 (Map Marker Overhaul.esp)
ID : 5
Data:
RVTS 0 00000041
Mod : 59 (P1DkeyChain.esp)
ID : 7
Data: Inv_Background\Inv_Window\Inv_Pane\Inv_Keys_Header\_Toggle
RVTS 0 00000014
Mod : 20 (Map Marker Overhaul.esp)
ID : 10
Data: Sinkhole Cave
RVTS 0 00000062
Mod : 20 (Map Marker Overhaul.esp)
ID : 12
Data: map_background\map_page_2\map_world_layout\map_world_map_window\map_world_map\Sinkhole_Cave
RVTS 0 00000037
Mod : 6B (FormID Finder4.esp)
ID : 44
Data: Textures\Menus\Icons\Weapons\SilverLongsword.dds
RVTS 0 0000000F
Mod : 01 (All Natural Base.esm)
ID : 45
Data: 00005E1C
RVTS 0 0000001C
Mod : 6B (FormID Finder4.esp)
ID : 81
Data: Textures\Menus\Icons\
EVTS 0 00000000
SVRA 1 00000000
RVRA 1 00000010
Mod : 59 (P1DkeyChain.esp)
ID : 1
Type: Array
Refs:
59 (P1DkeyChain.esp)
Size: 0
RVRA 1 0000009B
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 2
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 8
[CelShader+EdgeAA]:ARR = 40
[ColorEffects]:ARR = 51
[ColorMood]:ARR = 46
[DepthOfField]:ARR = 22
[Godrays]:ARR = 29
[obsharpen]:ARR = 63
[ssao_perf]:ARR = 5
[ssao_test]:ARR = 14
RVRA 1 000000BB
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 3
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 8
[CelShader+EdgeAA]:NUM = -99999
[ColorEffects]:NUM = 2
[ColorMood]:NUM = -99999
[DepthOfField]:NUM = 0
[Godrays]:NUM = 1
[obsharpen]:NUM = -99999
[ssao_perf]:NUM = -99999
[ssao_test]:NUM = -99999
RVRA 1 00000359
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 4
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 8
[CelShader+EdgeAA]:STR = Adds a cartoon-like black edge to objects, as seen in Borderlands, or smooths the edges of objects.
[ColorEffects]:STR = Adds a variety of photoshop-like colour effects, including luminosity-dependent film grain, sepia, saturation/contrast/brightness alteration, gamma contrast/brightness alteration, colour inversion and blur highlighting.
[ColorMood]:STR = Tints the screen to alter the mood of the game, as seen in Crysis.
[DepthOfField]:STR = Progressively blurs objects with increasing distance from the focus point (default at screen centre), or with increasing distance from the player.
[Godrays]:STR = Adds shafts of light emanating from the sun.
[obsharpen]:STR = Sharpens the screen.
[ssao_perf]:STR = Uses stylised lighting to add depth and contrast to the scene.
[ssao_test]:STR = Uses stylised lighting to add depth and contrast to the scene.
RVRA 1 00000078
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 5
Type: Array
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 8
[0]:ARR = 6
[1]:ARR = 7
[2]:ARR = 8
[3]:ARR = 9
[4]:ARR = 10
[5]:ARR = 11
[6]:ARR = 12
[7]:ARR = 13
RVRA 1 00000158
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 6
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = These are the falloff parameters. The effect will falloff when depth is between these two values. Bear in mind that depth is NOT linear. A value of 0.5 is only a few meters away from the player, while a value of 0.75 is about 100 meters away from the player.
[identifier]:STR = FalloffStart
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 00000156
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 7
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = These are the falloff parameters. The effect will falloff when depth is between these two values. Bear in mind that depth is NOT linear. A value of 0.5 is only a few meters away from the player, while a value of 0.75 is about 100 meters away from the player.
[identifier]:STR = FalloffEnd
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 000000C5
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 8
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = This variable determines the number of sampling levels. Every level includes 8 samples, so 4 * 8 = 32 samples.
[identifier]:STR = ssao_sample_size
[type]:NUM = 0
[value]:NUM = 1
RVRA 1 0000017E
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 9
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = This variable determines how much the sampling area will increase between SSAO levels. If you play with ssao_sample_size, you should adjust this. If you increase the number of samples, its a good idea to reduce this value. On the other hand, decreasing the samples should increase this value.
[identifier]:STR = ssao_sampling_area
[type]:NUM = 1
[value]:NUM = 9
RVRA 1 00000143
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 10
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = This variable scales the sampling area of the effect. Higher values will increase the total sampling radius, resulting in much more AO, but will introduce ghosts around objects. Smaller values will limit the AO into tighter areas.
[identifier]:STR = ssao_sampling_scaler
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 00000107
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 11
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = This value determines how much the DarkenAO function should strengthen the darker portions of the Ambient Occlusion. If you feel the effect is too subtle, try increasing it.
[identifier]:STR = DarkenAO_Intensity
[type]:NUM = 1
[value]:NUM = 3
RVRA 1 0000015F
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 12
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = The DarkenAO function will strengthen the darkness of the ambient occlusion for samples lower than this value. To have it darken more of the scene, increase this value. To only darken the darkest parts, decrease the value. The value's range is from 0.0 to 1.0.
[identifier]:STR = DarkenAO_Threshold
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 00000191
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 13
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = This value determines the maximum difference between the depth of the pixel being blurred and the adjacent pixel being sampled for the blur. Larger values can cause the AO of foreground and background objects to blur together. Smaller values can introduce artifacting on surfaces at sharp angles to the player.
[identifier]:STR = Blur_DropThreshhold
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 0000006B
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 14
Type: Array
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 7
[0]:ARR = 15
[1]:ARR = 16
[2]:ARR = 17
[3]:ARR = 18
[4]:ARR = 19
[5]:ARR = 20
[6]:ARR = 21
RVRA 1 00000158
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 15
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = These are the falloff parameters. The effect will falloff when depth is between these two values. Bear in mind that depth is NOT linear. A value of 0.5 is only a few meters away from the player, while a value of 0.75 is about 100 meters away from the player.
[identifier]:STR = FalloffStart
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 00000156
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 16
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = These are the falloff parameters. The effect will falloff when depth is between these two values. Bear in mind that depth is NOT linear. A value of 0.5 is only a few meters away from the player, while a value of 0.75 is about 100 meters away from the player.
[identifier]:STR = FalloffEnd
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 000000C5
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 17
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = This variable determines the number of sampling levels. Every level includes 8 samples, so 4 * 8 = 32 samples.
[identifier]:STR = ssao_sample_size
[type]:NUM = 0
[value]:NUM = 1
RVRA 1 0000017E
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 18
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = This variable determines how much the sampling area will increase between SSAO levels. If you play with ssao_sample_size, you should adjust this. If you increase the number of samples, its a good idea to reduce this value. On the other hand, decreasing the samples should increase this value.
[identifier]:STR = ssao_sampling_area
[type]:NUM = 1
[value]:NUM = 9
RVRA 1 00000107
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 19
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = This value determines how much the DarkenAO function should strengthen the darker portions of the Ambient Occlusion. If you feel the effect is too subtle, try increasing it.
[identifier]:STR = DarkenAO_Intensity
[type]:NUM = 1
[value]:NUM = 3
RVRA 1 0000015F
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 20
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = The DarkenAO function will strengthen the darkness of the ambient occlusion for samples lower than this value. To have it darken more of the scene, increase this value. To only darken the darkest parts, decrease the value. The value's range is from 0.0 to 1.0.
[identifier]:STR = DarkenAO_Threshold
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 00000191
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 21
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = This value determines the maximum difference between the depth of the pixel being blurred and the adjacent pixel being sampled for the blur. Larger values can cause the AO of foreground and background objects to blur together. Smaller values can introduce artifacting on surfaces at sharp angles to the player.
[identifier]:STR = Blur_DropThreshhold
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 0000005E
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 22
Type: Array
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 6
[0]:ARR = 23
[1]:ARR = 24
[2]:ARR = 25
[3]:ARR = 26
[4]:ARR = 27
[5]:ARR = 28
RVRA 1 000000EE
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 23
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = If true, reduces DoF to a distance blurring effect, ie. things far away are blurred more than things close up. Setting to false restores normal behaviour
[identifier]:STR = DoDistanceBlur
[type]:NUM = 0
[value]:NUM = 0
RVRA 1 000000BE
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 24
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = If false, anything really close to you, like your weapon, will not be blurred no matter where your focus is
[identifier]:STR = DoWeaponBlur
[type]:NUM = 0
[value]:NUM = 1
RVRA 1 00000091
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 25
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = The maximum level of blur. A higher value will give you more blur
[identifier]:STR = DoFAmount
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 00000107
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 26
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Things at focus depth +/- this value will be in focus. Depth values go from 0 to 1. This is very sensitive, and I'd recommend you don't touch it unless you know what you're doing
[identifier]:STR = FullFocusRange
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 000000F7
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 27
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Things at focus depth +/- this value will be completely out of focus. This is very sensitive, and I'd recommend you don't touch it unless you know what you're doing
[identifier]:STR = NoFocusRange
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 00000131
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 28
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Controls the linearity of depth. Higher values will stretch it out more, so you can get the range spread further into the distance that you see in game. 19 is a good value for DoF. For Distance Blur however, I recommend 5001
[identifier]:STR = DepthPower
[type]:NUM = 0
[value]:NUM = 0
RVRA 1 00000092
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 29
Type: Array
Refs:
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Size: 10
[0]:ARR = 30
[1]:ARR = 31
[2]:ARR = 32
[3]:ARR = 33
[4]:ARR = 34
[5]:ARR = 35
[6]:ARR = 36
[7]:ARR = 37
[8]:ARR = 38
[9]:ARR = 39
RVRA 1 00000069
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 30
Type: StringMap
Refs:
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Size: 4
[desc]:STR = < No description found >
[identifier]:STR = FadeAmount
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 0000006B
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 31
Type: StringMap
Refs:
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Size: 4
[desc]:STR = < No description found >
[identifier]:STR = morningshaft
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 0000006B
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 32
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = < No description found >
[identifier]:STR = eveningshaft
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 00000079
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 33
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Edit for sunshafts intensity decay exposure
[identifier]:STR = Density
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 00000077
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 34
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Edit for sunshafts intensity decay exposure
[identifier]:STR = Decay
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 00000078
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 35
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Edit for sunshafts intensity decay exposure
[identifier]:STR = Weight
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 0000007B
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 36
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Edit for sunshafts intensity decay exposure
[identifier]:STR = Luminance
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 0000007D
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 37
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Edit for sunshafts intensity decay exposure
[identifier]:STR = fMiddleGray
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 0000007E
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 38
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Edit for sunshafts intensity decay exposure
[identifier]:STR = fWhiteCutoff
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 0000008F
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 39
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Edit for light colorness, lower the value for desaturated colors
[identifier]:STR = saturate
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 00000051
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 40
Type: Array
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 5
[0]:ARR = 41
[1]:ARR = 42
[2]:ARR = 43
[3]:ARR = 44
[4]:ARR = 45
RVRA 1 0000006E
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 41
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Increase for stronger edges
[identifier]:STR = edgeStrength
[type]:NUM = 1
[value]:NUM = 15
RVRA 1 0000008A
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 42
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Show depth mask. Must be set to 0 before enabling edgeAA
[identifier]:STR = flgEdgeMask
[type]:NUM = 0
[value]:NUM = 0
RVRA 1 0000005D
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 43
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Enable edgeAA
[identifier]:STR = flgEdgeAA
[type]:NUM = 0
[value]:NUM = 0
RVRA 1 00000067
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 44
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Edge blur magnitude
[identifier]:STR = edgeAABlurAmt
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 0000008A
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 45
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Set to 1 to make the edges more Borderlands-ish
[identifier]:STR = flgUseWillowGameData
[type]:NUM = 0
[value]:NUM = 0
RVRA 1 00000044
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 46
Type: Array
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[0]:ARR = 47
[1]:ARR = 48
[2]:ARR = 49
[3]:ARR = 50
RVRA 1 00000058
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 47
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Blend ratio
[identifier]:STR = fRatio
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 00000064
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 48
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Mood color red component
[identifier]:STR = moodR
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 00000065
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 49
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Mood color blue component
[identifier]:STR = moodB
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 00000066
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 50
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Mood color green component
[identifier]:STR = moodG
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 0000009F
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 51
Type: Array
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 11
[0]:ARR = 52
[1]:ARR = 53
[2]:ARR = 54
[3]:ARR = 55
[4]:ARR = 56
[5]:ARR = 57
[6]:ARR = 58
[7]:ARR = 59
[8]:ARR = 60
[9]:ARR = 61
[10]:ARR = 62
RVRA 1 0000006C
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 52
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Enables Blur Highlight
[identifier]:STR = DoBlurHighlight
[type]:NUM = 0
[value]:NUM = 0
RVRA 1 00000062
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 53
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Enables Sepia filter
[identifier]:STR = DoSepia
[type]:NUM = 0
[value]:NUM = 0
RVRA 1 0000006F
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 54
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Enables color invert filter
[identifier]:STR = DoColorInvert
[type]:NUM = 0
[value]:NUM = 0
RVRA 1 000000BE
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 55
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Saturation: Scales the saturation level. 1 is vanilla, less than 1 decreases it, greater than 1 increases it.
[identifier]:STR = Saturation
[type]:NUM = 1
[value]:NUM = 1
RVRA 1 000000BE
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 56
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Saturation: Scales the brightness level. 1 is vanilla, less than 1 decreases it, greater than 1 increases it.
[identifier]:STR = Brightness
[type]:NUM = 1
[value]:NUM = 1
RVRA 1 000000BA
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 57
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Saturation: Scales the contrast level. 1 is vanilla, less than 1 decreases it, greater than 1 increases it.
[identifier]:STR = Contrast
[type]:NUM = 1
[value]:NUM = 1
RVRA 1 000000A2
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 58
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Film Grain: Controls the intensity of the noise. 0 = no effect, 1 = full effect.
[identifier]:STR = FGIntensity
[type]:NUM = 1
[value]:NUM = 0
RVRA 1 0000007A
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 59
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Gamma Contrast: Scales the contrast level.
[identifier]:STR = GContrast
[type]:NUM = 1
[value]:NUM = 1
RVRA 1 00000080
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 60
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Gamma Brightness: Scales the brightness level.
[identifier]:STR = GBrightness
[type]:NUM = 1
[value]:NUM = 1
RVRA 1 00000080
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 61
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Blur Highlight: Controls the size of the blur.
[identifier]:STR = BHMagnitude
[type]:NUM = 1
[value]:NUM = 10
RVRA 1 0000009A
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 62
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Blur Highlight: Corrects the darkening of the screen the effect causes.
[identifier]:STR = BHBrightness
[type]:NUM = 1
[value]:NUM = 4
RVRA 1 0000001D
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 63
Type: Array
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 1
[0]:ARR = 64
RVRA 1 0000006A
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 64
Type: StringMap
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[desc]:STR = Looks good between 1 and 50
[identifier]:STR = sharpval
[type]:NUM = 1
[value]:NUM = 8
RVRA 1 00000050
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 65
Type: Array
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 3
[0]:STR = ColorEffects
[1]:STR = DepthOfField
[2]:STR = Godrays
RVRA 1 00000063
Mod : 6C (Oblivion Graphics Extender Support.esp)
ID : 66
Type: Array
Refs:
6C (Oblivion Graphics Extender Support.esp)
Size: 4
[0]:STR = ColorEffects
[1]:STR = DepthOfField
[2]:STR = Godrays
[3]:STR = < Exit >
RVRA 1 00000051
Mod : 01 (All Natural Base.esm)
ID : 67
Type: Array
Refs:
01 (All Natural Base.esm)
Size: 5
[0]:REF = 0006EF2F
[1]:REF = 001194AF
[2]:REF = 00094161
[3]:REF = 00094162
[4]:REF = 0007B864
RVRA 1 0000072C
Mod : 01 (All Natural Base.esm)
ID : 71
Type: Array
Refs:
01 (All Natural Base.esm)
Size: 140
[0]:REF = 00078801
[1]:REF = 00044F59
[2]:REF = 00044F5A
[3]:REF = 00079D76
[4]:REF = 00077B28
[5]:REF = 00044F5C
[6]:REF = 00044F5D
[7]:REF = 0100227D
[8]:REF = 0100227E
[9]:REF = 0100227F
[10]:REF = 01002280
[11]:REF = 01002281
[12]:REF = 01002282
[13]:REF = 01002283
[14]:REF = 01002284
[15]:REF = 01002285
[16]:REF = 01002286
[17]:REF = 01002287
[18]:REF = 01002288
[19]:REF = 01002289
[20]:REF = 0100228A
[21]:REF = 0100228B
[22]:REF = 0100228C
[23]:REF = 0100228D
[24]:REF = 0100228E
[25]:REF = 0100228F
[26]:REF = 01002290
[27]:REF = 01002291
[28]:REF = 01002292
[29]:REF = 01002293
[30]:REF = 01002294
[31]:REF = 01002295
[32]:REF = 01002296
[33]:REF = 01002297
[34]:REF = 01002298
[35]:REF = 01002299
[36]:REF = 0100229A
[37]:REF = 0100229B
[38]:REF = 0100229C
[39]:REF = 0100229D
[40]:REF = 0100229F
[41]:REF = 0100229E
[42]:REF = 010022A0
[43]:REF = 010022A1
[44]:REF = 010022A2
[45]:REF = 010022A3
[46]:REF = 010022A4
[47]:REF = 010022A5
[48]:REF = 010022A6
[49]:REF = 010022A7
[50]:REF = 010022A8
[51]:REF = 010022A9
[52]:REF = 010022AA
[53]:REF = 010022AB
[54]:REF = 010022AC
[55]:REF = 010022AD
[56]:REF = 010022AE
[57]:REF = 010022AF
[58]:REF = 010022B0
[59]:REF = 010022B1
[60]:REF = 010022B2
[61]:REF = 010022B3
[62]:REF = 010022B4
[63]:REF = 010022B5
[64]:REF = 010022B6
[65]:REF = 010022B7
[66]:REF = 010022B8
[67]:REF = 010022B9
[68]:REF = 010022BA
[69]:REF = 010022BB
[70]:REF = 010008AA
[71]:REF = 010008A5
[72]:REF = 010008A6
[73]:REF = 010008AB
[74]:REF = 010008A9
[75]:REF = 010008A7
[76]:REF = 010008A8
[77]:REF = 010008AC
[78]:REF = 010008AD
[79]:REF = 010008AE
[80]:REF = 010008AF
[81]:REF = 010008B0
[82]:REF = 010008B1
[83]:REF = 010008B2
[84]:REF = 010008B3
[85]:REF = 010008B4
[86]:REF = 010008B5
[87]:REF = 010008B6
[88]:REF = 010008B7
[89]:REF = 010008B8
[90]:REF = 010008B9
[91]:REF = 010008BA
[92]:REF = 010008DE
[93]:REF = 010008DF
[94]:REF = 010008E0
[95]:REF = 010008E1
[96]:REF = 010008E2
[97]:REF = 0100082B
[98]:REF = 0100082C
[99]:REF = 0100082D
[100]:REF = 0100082E
[101]:REF = 0100082F
[102]:REF = 01000830
[103]:REF = 01000831
[104]:REF = 01000832
[105]:REF = 01000833
[106]:REF = 01000834
[107]:REF = 01000835
[108]:REF = 01000836
[109]:REF = 01000837
[110]:REF = 01000838
[111]:REF = 01000839
[112]:REF = 0100083A
[113]:REF = 0100083B
[114]:REF = 0100083C
[115]:REF = 0100083D
[116]:REF = 01000845
[117]:REF = 01000846
[118]:REF = 01000847
[119]:REF = 01000848
[120]:REF = 01000849
[121]:REF = 0100084A
[122]:REF = 0100084B
[123]:REF = 0100084C
[124]:REF = 0100088E
[125]:REF = 0100088F
[126]:REF = 01000890
[127]:REF = 01000891
[128]:REF = 01000892
[129]:REF = 01000893
[130]:REF = 01000894
[131]:REF = 01000895
[132]:REF = 01000896
[133]:REF = 01000897
[134]:REF = 01000898
[135]:REF = 01000899
[136]:REF = 0100089A
[137]:REF = 0100089B
[138]:REF = 0100089C
[139]:REF = 0100089D
RVRA 1 000000A2
Mod : 20 (Map Marker Overhaul.esp)
ID : 72
Type: Array
Refs:
20 (Map Marker Overhaul.esp)
Size: 8
[0]:STR = done
[1]:STR = closed
[2]:STR = quest
[3]:STR = interest
[4]:STR = strong enemy
[5]:STR = locked chest
[6]:STR = locked door
[7]:STR =
RVRA 1 00000010
Mod : 20 (Map Marker Overhaul.esp)
ID : 73
Type: Array
Refs:
20 (Map Marker Overhaul.esp)
Size: 0
RVRA 1 00000098
Mod : 20 (Map Marker Overhaul.esp)
ID : 74
Type: Array
Refs:
20 (Map Marker Overhaul.esp)
Size: 8
[0]:NUM = 2
[1]:NUM = 2
[2]:NUM = -1
[3]:NUM = -1
[4]:NUM = 1
[5]:NUM = 1
[6]:NUM = 1
[7]:NUM = -1
RVRA 1 00000C4D
Mod : 01 (All Natural Base.esm)
ID : 75
Type: Array
Refs:
01 (All Natural Base.esm)
Size: 241
[0]:REF = 00038EEE
[1]:REF = 00038EF0
[2]:REF = 0000015E
[3]:REF = 00038EEF
[4]:REF = 00038EEC
[5]:REF = 00038EF2
[6]:REF = 00038EED
[7]:REF = 00038EF1
[8]:REF = 00008BBC
[9]:REF = 01000853
[10]:REF = 01000854
[11]:REF = 01000855
[12]:REF = 0100086A
[13]:REF = 0100084F
[14]:REF = 01000850
[15]:REF = 01000851
[16]:REF = 01000852
[17]:REF = 01000856
[18]:REF = 01000857
[19]:REF = 01000858
[20]:REF = 01000859
[21]:REF = 0100085A
[22]:REF = 0100085B
[23]:REF = 01000862
[24]:REF = 01000863
[25]:REF = 0100085C
[26]:REF = 0100085D
[27]:REF = 0100085E
[28]:REF = 0100085F
[29]:REF = 01000860
[30]:REF = 01000861
[31]:REF = 01000864
[32]:REF = 01000866
[33]:REF = 01000868
[34]:REF = 0100084D
[35]:REF = 01000865
[36]:REF = 01000867
[37]:REF = 01000869
[38]:REF = 0100084E
[39]:REF = 01011A83
[40]:REF = 01011A84
[41]:REF = 010008C2
[42]:REF = 010008D3
[43]:REF = 010008BB
[44]:REF = 010008D4
[45]:REF = 010008C6
[46]:REF = 010008D5
[47]:REF = 010008CA
[48]:REF = 010008D6
[49]:REF = 010008CB
[50]:REF = 010008D7
[51]:REF = 010008D0
[52]:REF = 010008D8
[53]:REF = 010008C3
[54]:REF = 010008D9
[55]:REF = 010008BC
[56]:REF = 010008DA
[57]:REF = 010008C9
[58]:REF = 010008DB
[59]:REF = 010008D1
[60]:REF = 010008DC
[61]:REF = 010008D2
[62]:REF = 010008DD
[63]:REF = 010008C4
[64]:REF = 010008BD
[65]:REF = 010008C5
[66]:REF = 010008C1
[67]:REF = 010008CC
[68]:REF = 010008C7
[69]:REF = 010008BE
[70]:REF = 010008CD
[71]:REF = 010008C8
[72]:REF = 010008BF
[73]:REF = 010008CF
[74]:REF = 010008CE
[75]:REF = 010008C0
[76]:REF = 010186EE
[77]:REF = 010186ED
[78]:REF = 010186EC
[79]:REF = 010186EB
[80]:REF = 010186EA
[81]:REF = 010186E9
[82]:REF = 010186E8
[83]:REF = 010186E7
[84]:REF = 01000CEE
[85]:REF = 01000CEF
[86]:REF = 010186EF
[87]:REF = 010016BD
[88]:REF = 010016BE
[89]:REF = 010016BF
[90]:REF = 010016C0
[91]:REF = 010016C1
[92]:REF = 010016C2
[93]:REF = 010016C3
[94]:REF = 01002A5D
[95]:REF = 01002A5E
[96]:REF = 01002A5F
[97]:REF = 01002A60
[98]:REF = 01002A63
[99]:REF = 01002A61
[100]:REF = 01002A64
[101]:REF = 01002A62
[102]:REF = 010051A1
[103]:REF = 010051A2
[104]:REF = 010051A3
[105]:REF = 01005195
[106]:REF = 01005196
[107]:REF = 01005197
[108]:REF = 01005198
[109]:REF = 01005199
[110]:REF = 0100519A
[111]:REF = 010051A4
[112]:REF = 010051A5
[113]:REF = 010051A7
[114]:REF = 0100519B
[115]:REF = 0100519C
[116]:REF = 0100519D
[117]:REF = 0100519E
[118]:REF = 0100519F
[119]:REF = 010051A0
[120]:REF = 01000CE6
[121]:REF = 01000CE7
[122]:REF = 01000CEC
[123]:REF = 01000CE8
[124]:REF = 01000CE9
[125]:REF = 01000CEA
[126]:REF = 01000CEB
[127]:REF = 0100AEF3
[128]:REF = 01000806
[129]:REF = 01000807
[130]:REF = 01000808
[131]:REF = 01000844
[132]:REF = 01000802
[133]:REF = 01000803
[134]:REF = 01000804
[135]:REF = 01000805
[136]:REF = 01000809
[137]:REF = 0100080A
[138]:REF = 0100080B
[139]:REF = 0100080C
[140]:REF = 0100080D
[141]:REF = 0100080E
[142]:REF = 01000815
[143]:REF = 01000816
[144]:REF = 0100080F
[145]:REF = 01000810
[146]:REF = 01000811
[147]:REF = 01000812
[148]:REF = 01000813
[149]:REF = 01000814
[150]:REF = 0100083E
[151]:REF = 01000840
[152]:REF = 01000842
[153]:REF = 01000800
[154]:REF = 0100083F
[155]:REF = 01000841
[156]:REF = 01000843
[157]:REF = 01000801
[158]:REF = 010023BC
[159]:REF = 010023BD
[160]:REF = 0100086B
[161]:REF = 0100086C
[162]:REF = 0100086D
[163]:REF = 0100086E
[164]:REF = 0100086F
[165]:REF = 01000870
[166]:REF = 01000871
[167]:REF = 01000872
[168]:REF = 01000873
[169]:REF = 01000874
[170]:REF = 01000875
[171]:REF = 01000876
[172]:REF = 01000877
[173]:REF = 01000878
[174]:REF = 01000879
[175]:REF = 0100087A
[176]:REF = 0100087B
[177]:REF = 0100087C
[178]:REF = 0100087D
[179]:REF = 0100087E
[180]:REF = 0100087F
[181]:REF = 01000880
[182]:REF = 01000881
[183]:REF = 01000882
[184]:REF = 01000883
[185]:REF = 01000884
[186]:REF = 01000885
[187]:REF = 01000886
[188]:REF = 01000887
[189]:REF = 01000888
[190]:REF = 01000889
[191]:REF = 0100088A
[192]:REF = 0100088B
[193]:REF = 0100088C
[194]:REF = 0100088D
[195]:REF = 0100A56E
[196]:REF = 0100C292
[197]:REF = 01002579
[198]:REF = 0100257A
[199]:REF = 0100257B
[200]:REF = 0100257C
[201]:REF = 0100257D
[202]:REF = 0100257E
[203]:REF = 0100257F
[204]:REF = 01002577
[205]:REF = 01002580
[206]:REF = 0100C293
[207]:REF = 0100C294
[208]:REF = 01002583
[209]:REF = 01002584
[210]:REF = 01002585
[211]:REF = 01002586
[212]:REF = 01002587
[213]:REF = 01002588
[214]:REF = 01002589
[215]:REF = 0100258A
[216]:REF = 0100258B
[217]:REF = 0100258C
[218]:REF = 0100258D
[219]:REF = 0100258E
[220]:REF = 0100258F
[221]:REF = 01002590
[222]:REF = 01002591
[223]:REF = 01002592
[224]:REF = 0100259A
[225]:REF = 0100259B
[226]:REF = 0100259C
[227]:REF = 0100259D
[228]:REF = 0100259E
[229]:REF = 0100259F
[230]:REF = 010025A0
[231]:REF = 010025A1
[232]:REF = 010025A3
[233]:REF = 010025A4
[234]:REF = 010025A5
[235]:REF = 010025A6
[236]:REF = 010025A7
[237]:REF = 010025A8
[238]:REF = 010025A9
[239]:REF = 00008BBC
[240]:REF = 000836D5
RVRA 1 00000076
Mod : 20 (Map Marker Overhaul.esp)
ID : 79
Type: Array
Refs:
20 (Map Marker Overhaul.esp)
Size: 4
[0]:STR = Plain flag
[1]:STR = Q (quest) flag
[2]:STR = i (interest) flag
[3]:STR = ? (question) flag
RVRA 1 00000196
Mod : 20 (Map Marker Overhaul.esp)
ID : 80
Type: Array
Refs:
20 (Map Marker Overhaul.esp)
Size: 30
[0]:ARR = 81
[1]:ARR = 82
[2]:ARR = 83
[3]:ARR = 84
[4]:ARR = 85
[5]:ARR = 86
[6]:ARR = 87
[7]:ARR = 88
[8]:ARR = 89
[9]:ARR = 90
[10]:ARR = 91
[11]:ARR = 92
[12]:ARR = 93
[13]:ARR = 94
[14]:ARR = 95
[15]:ARR = 96
[16]:ARR = 97
[17]:ARR = 98
[18]:ARR = 99
[19]:ARR = 100
[20]:ARR = 101
[21]:ARR = 102
[22]:ARR = 103
[23]:ARR = 104
[24]:ARR = 105
[25]:ARR = 106
[26]:ARR = 107
[27]:ARR = 108
[28]:ARR = 109
[29]:ARR = 110
RVRA 1 0000002E
Mod : 20 (Map Marker Overhaul.esp)
ID : 81
Type: Array
Refs:
20 (Map Marker Overhaul.esp)
Size: 2
[0]:REF = 200067FA
[1]:NUM = 0
RVRA 1 0000002E
Mod : 20 (Map Marker Overhaul.esp)
ID : 82
Type: Array
Refs:
20 (Map Marker Overhaul.esp)
Size: 2
[0]:REF = 200067FB
[1]:NUM = 0
RVRA 1 0000002E
Mod : 20 (Map Marker Overhaul.esp)
ID : 83
Type: Array
Refs:
20 (Map Marker Overhaul.esp)
Size: 2
[0]:REF = 200067FC
[1]:NUM = 0
RVRA 1 0000002E
Mod : 20 (Map Marker Overhaul.esp)
ID : 84
Type: Array
Refs:
20 (Map Marker Overhaul.esp)
Size: 2
[0]:REF = 200067FD
[1]:NUM = 0
RVRA 1 0000002E
Mod : 20 (Map Marker Overhaul.esp)
ID : 85
Type: Array
Refs:
20 (Map Marker Overhaul.esp)
Size: 2
[0]:REF = 200067FE
[1]:NUM = 0
RVRA 1 0000002E
Mod : 20 (Map Marker Overhaul.esp)
ID : 86
Type: Array
Refs:
20 (Map Marker Overhaul.esp)
Size: 2
[0]:REF = 200067FF
[1]:NUM = 0
RVRA 1 0000002E
Mod : 20 (Map Marker Overhaul.esp)
ID : 87
Type: Array
Refs:
20 (Map Marker Overhaul.esp)
Size: 2
[0]:REF = 20006800
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User avatar
katsomaya Sanchez
 
Posts: 3368
Joined: Tue Jun 13, 2006 5:03 am

Post » Tue Mar 15, 2011 2:00 pm

So, whenever I use BOSS on my load order, and I enter Wrye Bash, I get a message saying, "Modified dates have been reset for some mod files", and it rearranges my load order, so I have to use BOSS again every time I exit Wrye Bash. I don't exactly remember what I did to make Wrye Bash do this every time, but how do I turn that off?
User avatar
saxon
 
Posts: 3376
Joined: Wed Sep 19, 2007 2:45 am

Post » Tue Mar 15, 2011 8:59 pm

Right-click the header on the mods tab, de-select "lock times".
User avatar
Emma Louise Adams
 
Posts: 3527
Joined: Wed Jun 28, 2006 4:15 pm

Post » Tue Mar 15, 2011 2:08 pm

WB v284 now suggests that I deactivate LoadingScreens.esp because it has the Graphics and NoMerge tags. The problem is that if you deactivate the mod, a number of unique Loading Screen records will be omitted from the bashed patch. Does this mean that the NoMerge tag has new significance in v284 or that WB is not handling this in the correct way?

Any comments and guidance will be very much appreciated.

For now, I am leaving it activated to ensure that I get all the Loading Screens.
User avatar
Rex Help
 
Posts: 3380
Joined: Mon Jun 18, 2007 6:52 pm

Post » Tue Mar 15, 2011 1:46 pm

I used to use OBMM so i have all my mods in .omod format. How do I import those mods from OBMM to wyre bash/load .omod in wyre bash?
User avatar
Tanya Parra
 
Posts: 3435
Joined: Fri Jul 28, 2006 5:15 am

Post » Tue Mar 15, 2011 3:10 pm

I used to use OBMM so i have all my mods in .omod format. How do I import those mods from OBMM to wyre bash/load .omod in wyre bash?

As far as I know there is no automated conversion from OBMM to WB. What I did to migrate was...

1. Start OBMM
2. Right click each OMOD and select Extract to folder
3. Created an archive of the extracted folder (using 7Zip)
4. Copied the 7Zip file to Bash Installers folder

You can now install the mod using WB.

You should inspect the extracted OMOD to ensure that it will work with WB - it should be fine as long as the folder structure matches OB's Data folder structure (eg Meshes, Textures, etc). Where the folder structure does not match, you will need to re-arrange the structure so that it does match.

Start with one or two mods and experiment so you can see how it works rather than doing all of them at once. When I migrated, I found that I started combining OMODs into BAIN archives to make it easier to manage - very powerful feature. Psymon has written a great thread on BAIN archives and has a link to an older thread with examples of BAIN structures.

Definitely worth the effort and, once you get the hang of it, really easy to do.
User avatar
Julie Serebrekoff
 
Posts: 3359
Joined: Sun Dec 24, 2006 4:41 am

Post » Tue Mar 15, 2011 10:02 pm

It's working good Here...
It used to work for me too, it's only with my recent saves that it gives an error.
User avatar
Rude Gurl
 
Posts: 3425
Joined: Wed Aug 08, 2007 9:17 am

Post » Wed Mar 16, 2011 5:38 am

I noticed after a couple days of screwing around and experimenting with what mods I want, my pythonw.exe memory usage was at 1.4gb. Is this anywhere near normal? Is this an unfortunate nature of bash, or was there a memory leak?
User avatar
Tom Flanagan
 
Posts: 3522
Joined: Sat Jul 21, 2007 1:51 am

Post » Wed Mar 16, 2011 1:02 am

WB v284 now suggests that I deactivate LoadingScreens.esp because it has the Graphics and NoMerge tags.

NoMerge should not equate to "deactivate". It means don't merge into the bashed patch. There's a specific tag for "deactivate".
User avatar
Sara Lee
 
Posts: 3448
Joined: Mon Sep 25, 2006 1:40 pm

Post » Tue Mar 15, 2011 8:03 pm

I noticed after a couple days of screwing around and experimenting with what mods I want, my pythonw.exe memory usage was at 1.4gb. Is this anywhere near normal? Is this an unfortunate nature of bash, or was there a memory leak?


If using Import Scripts, Scripts Contents, Contents Checker, these can consume alot of memory and if you have alot of mods has well.

But the most I have seen bash eat up in memory is around 700mb when building patches in my config..Best to always shut down and restart bash to clear up memory. Turn off firewall and av for sure that can slow things down and increase memory usage has well.
User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Post » Tue Mar 15, 2011 6:29 pm

When looking at Package Lists posted in the forums, I see multiple versions of the same mods listed (ex: RMBv4 and RMBv5). Should I conclude that one of them is deactivated?
User avatar
Darian Ennels
 
Posts: 3406
Joined: Mon Aug 20, 2007 2:00 pm

Post » Tue Mar 15, 2011 3:35 pm

In theory you could have Robert's Male Body V4 and Robert's Male Body V5 installed and both active. Absolutely pointless and likely to cause problems, but totally possible.

Who posts BAIN package lists, anyway?
User avatar
Danger Mouse
 
Posts: 3393
Joined: Sat Oct 07, 2006 9:55 am

Post » Wed Mar 16, 2011 7:39 am

I'm getting an error when I select various mods in the mods-file list:

C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py:1608: UnicodeWarning: Unicode unequal comparison failed to convert both arguments to Unicode - interpreting them as being unequal (self.authorStr != self.author.GetValue()) or

Someone else posted a similar error, but I didn't see a response.

I searched and found some info on this, but I'm not understanding it.
Could someone either explain what this error means or let me know not to worry about it. thanks
User avatar
Siobhan Thompson
 
Posts: 3443
Joined: Sun Nov 12, 2006 10:40 am

Post » Wed Mar 16, 2011 4:42 am

In theory you could have Robert's Male Body V4 and Robert's Male Body V5 installed and both active. Absolutely pointless and likely to cause problems, but totally possible.

Who posts BAIN package lists, anyway?
Tom Long for one, on his http://sites.google.com/site/oblivionpoinfo/lists/mybainlist. Look for "632 - ==ROBERT MODS==".
Also Psymon and Ulrim.
User avatar
Catharine Krupinski
 
Posts: 3377
Joined: Sun Aug 12, 2007 3:39 pm

Post » Wed Mar 16, 2011 2:57 am

Bain package lists are the install order instructions illustrated.

In which case Tomlong is a much better example than I ever will be.

[edit] and one could install Roberts 5 over Roberts 4 if I recall correctly - 5 not being more than an improvement on 4.

But to answer the original question - yes I have many packages that are in close enough install order (for what I want) but that are not active. The list packages command does not show what packages are installed.
User avatar
Chris Guerin
 
Posts: 3395
Joined: Thu May 10, 2007 2:44 pm

Post » Tue Mar 15, 2011 9:51 pm

Ah, but I thought Tomlong's list was mainly for suggesting placements, not an example of a player's normal list.

That said, it will work even if you activate them all, but it's pointless and I'd imagine she doesn't have them all active at once. Perhaps she just has a crazy amount of hard drive space and no need to ever delete anything.
User avatar
Kelly James
 
Posts: 3266
Joined: Wed Oct 04, 2006 7:33 pm

Post » Wed Mar 16, 2011 9:36 am

[snip]
But to answer the original question - yes I have many packages that are in close enough install order (for what I want) but that are not active. The list packages command does not show what packages are installed.
Thanks for confirming that.

Ah, but I thought Tomlong's list was mainly for suggesting placements, not an example of a player's normal list.
[snip]
I think your right. But I started seeing others do it too, so that's why I raised the question. I was also looking at other people's package lists to see if there was agreement about the order of conflicting mods.
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Alba Casas
 
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