[RELZ] Wrye Bash -- Thread 53

Post » Tue May 17, 2011 12:48 pm

That sounds correct. I'd be happy to test it for you on the mods I happen to have installed (18 Vwalkables) if you shoot me a PM.

Many thanks

I will need to spend some time setting up something that will make it easy to recreate the Filter mod when I make changes (as well as the initial version). I am thinking of creating a BAIN archive of all the mods for which I have patches (with only ESPs and ESMs). Will probably be the weekend before I get a chance to try. Many thanks for your offer - I may well take you up on it once I know it works properly for my setup (I don't have all the mods installed).
User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm

Post » Tue May 17, 2011 10:51 pm

Many thanks

I will need to spend some time setting up something that will make it easy to recreate the Filter mod when I make changes (as well as the initial version). I am thinking of creating a BAIN archive of all the mods for which I have patches (with only ESPs and ESMs). Will probably be the weekend before I get a chance to try. Many thanks for your offer - I may well take you up on it once I know it works properly for my setup (I don't have all the mods installed).


Woop, and with that will go the last reason I need to keep OBMM, Sensual walks anims. Thank you for that idea Surazal, I dont really need OBMM for extracting OMODS either, but because I kept it around it was convenient for that purpose, the only other rare occasion I used it was for bsa timestamps, but that was kind of once a blue moon too. Mostly, OBMM is just sitting there in case.
User avatar
Leonie Connor
 
Posts: 3434
Joined: Mon Mar 12, 2007 4:18 pm

Post » Tue May 17, 2011 2:47 pm

I just tried to launch my WB 290 after using it for a week and it just does not launch via shortcut on desktop or direct clicking from the folder.

I re-extracted the 290 upgrade, overwriting, tried to launch, and get nothing.

The only thing "odd" happening since I was using it last night, not turning off my computer as usual, was upon entering my pw for login after my screensaver turns on then my monitor turns off from power settings, is a black screen that didn't go away (with the monitor on, not asleep) so I had to soft restart my computer earlier.

I tried a full restart on the first WB failure and that didn't help.

...restarted again. Nothing. Ran CCleaner, leaving all the unrecognized / "unused" extensions (esp, ghost, etc were in that list) unchecked, restarted, still only does the momentary mouse pointer circle for Windows 7 and nothing starts up. Python not even running in the processes.

This has brought my mod list building to a grinding halt.
User avatar
Minako
 
Posts: 3379
Joined: Sun Mar 18, 2007 9:50 pm

Post » Tue May 17, 2011 9:48 pm

@ITPaladin: Look in your Data/Mopy folder. There's probably a file named pidfile.tmp sitting there. Delete that, and Bash will start. It's the only real annoyance left in 290.

@Bash Team:

BAIN is ignoring the fact that two mods in my install are sharing resources.
Spoiler
meshes\Creatures\zmimics\backward.kf
meshes\Creatures\zmimics\body.nif
meshes\Creatures\zmimics\fastforward.kf
meshes\Creatures\zmimics\forward.kf
meshes\Creatures\zmimics\handtohandattackforwardpower.kf
meshes\Creatures\zmimics\handtohandattackpower.kf
meshes\Creatures\zmimics\handtohandbackward.kf
meshes\Creatures\zmimics\handtohandequip.kf
meshes\Creatures\zmimics\handtohandfastforward.kf
meshes\Creatures\zmimics\handtohandforward.kf
meshes\Creatures\zmimics\handtohandidle.kf
meshes\Creatures\zmimics\handtohandunequip.kf
meshes\Creatures\zmimics\idle.kf
meshes\Creatures\zmimics\recoil.kf
meshes\Creatures\zmimics\skeleton.nif
meshes\Creatures\zmimics\stagger.kf
meshes\Creatures\zmimics\swimbackward.kf
meshes\Creatures\zmimics\swimfastforward.kf
meshes\Creatures\zmimics\swimforward.kf
meshes\Creatures\zmimics\swimhandtohandattackforwardpower.kf
meshes\Creatures\zmimics\swimhandtohandattackpower.kf
meshes\Creatures\zmimics\swimidle.kf
meshes\Creatures\zmimics\turnleft.kf
meshes\Creatures\zmimics\turnright.kf
meshes\Creatures\zmimics\idleanims\specialidle_getup.kf
meshes\Creatures\zmimics\idleanims\specialidle_hide.kf


Those files are all shared between the Mimics mod, and Feldscar, but BAIN gives no indication of underridden or overridden resources and both mods are green plus.

I did a full data refresh (took nearly 20 minutes!) and BAIN still seems to have no idea this conflict exists.
User avatar
Kelvin
 
Posts: 3405
Joined: Sat Nov 17, 2007 10:22 am

Post » Wed May 18, 2011 2:06 am

thanks that slipped in there.
User avatar
Roberto Gaeta
 
Posts: 3451
Joined: Tue Nov 06, 2007 2:23 am

Post » Tue May 17, 2011 12:44 pm

Those files are all shared between the Mimics mod, and Feldscar, but BAIN gives no indication of underridden or overridden resources and both mods are green plus.

I did a full data refresh (took nearly 20 minutes!) and BAIN still seems to have no idea this conflict exists.

Are they actually in conflict? I don't believe Wrye Bash shows them as conflicting if they are the same file (e.g. they have the same CRC)
User avatar
Guy Pearce
 
Posts: 3499
Joined: Sun May 20, 2007 3:08 pm

Post » Tue May 17, 2011 10:28 pm

They're identical files, yes, but the problem is, BAIN doesn't realize two mods are sharing them. Uninstalling one mod removes the files for both, which isn't supposed to happen. Shouldn't there be some kind of color cue that indicates BAIN knows there are assets being shared and NOT to remove them if they are even if they're identical?
User avatar
Kristina Campbell
 
Posts: 3512
Joined: Sun Oct 15, 2006 7:08 am

Post » Wed May 18, 2011 2:59 am

Annealing doesn't replace the files?
User avatar
He got the
 
Posts: 3399
Joined: Sat Nov 17, 2007 12:19 pm

Post » Wed May 18, 2011 12:48 am

No, it doesn't. Which is somewhat more disturbing. As a side note, it also uninstalled some other resources used by one of my other mods which should also be showing up as some sort of "hey, I'm using this too" thing. Though that one is only listed as a project at the moment since it doesn't have a released install package.
User avatar
sunny lovett
 
Posts: 3388
Joined: Thu Dec 07, 2006 4:59 am

Post » Tue May 17, 2011 1:33 pm

Gee, sounds a lot like OBMM :)
User avatar
naana
 
Posts: 3362
Joined: Fri Dec 08, 2006 2:00 pm

Post » Tue May 17, 2011 7:57 pm

Yes, but I think this had to have broken recently because it worked fine in 287. The whole point of BAIN is to make sure stuff like this doesn't happen, but now it is. Unless I'm hugely missing something here, because I have Stirk and Hammerfell installed too and BAIN is rightly seeing that the master file they both share is in conflict.
User avatar
Fam Mughal
 
Posts: 3468
Joined: Sat May 26, 2007 3:18 am

Post » Wed May 18, 2011 3:17 am

Hi all,

WB 290 suggest that following mods be merged:

- Dark Green Glass Armour by Ohanzee and

- Immediate Character Generation by tèjon.

If merged these mods don`t work, if installed separately the do. Why is this?
I use BOSS 1.61 with latest masterlist

My LO:

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.0]02  MD_Saddle_Master.esm03  BathingMod_Base.esm04  Unofficial Oblivion Patch.esp  [Version 3.3.1]05  DLCShiveringIsles.esp06  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]07  All Natural.esp  [Version 1.0]08  All Natural - SI.esp  [Version 1.0]09  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp0A  AmbientTownSounds.esp0B  MIS Low Wind.esp0C  MIS New Sounds Optional Part.esp0D  Atmospheric Oblivion.esp0E  PCSoundImoen.esp  [Version 2.6]0F  Rainbows.esp10  All Natural - Real Lights.esp  [Version 1.0]11  Cities Alive At Night.esp12  WindowLightingSystem.esp13  Ayleid Loot EXtension.esp  [Version 1.1]14  CDM-Duel.esp15  Chapel Tithe.esp16  EasySpellRemovalv1.esp17  kuerteeSittableRocks.esp++  Oscars_Nicer_Grass-3346.esp18  SoT_Holiday.esp19  Enhanced Economy.esp  [Version 4.3.1]1A  FF_Real_Thirst.esp1B  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]1C  Streamline 3.1.esp1D  DLCHorseArmor.esp1E  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]1F  DLCOrrery.esp20  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]21  DLCVileLair.esp22  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]23  DLCMehrunesRazor.esp24  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]25  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]26  Darkgreen Glass Armour.esp27  VampireCurePotions 1.0.esp28  XSPipeMod.esp  [Version 1.2]29  Dude Wheres My Horse.esp2A  MD Saddlebags v3.0.esp2B  MD Saddlebags v3.0 Alternative Trader Script.esp2C  DLCThievesDen.esp2D  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]2E  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]2F  kuerteeWanderingEncounters.esp30  TIE.esp  [Version 1.37]31  A's Elven Swords.esp32  EM_CompInnsleeping.esp  [Version 0.9]33  BogwaterDowns.esp34  JolardHome.esp35  000lute.esp36  za_bankmod.esp37  DLCFrostcrag.esp38  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]39  Knights.esp3A  Knights - Unofficial Patch.esp  [Version 1.0.9]3B  Enemy Actors Use Powers 0.1.1.esp3C  Birthsigns Expanded.esp  [Version 3.11.]3D  DS Less Predictable Respawn.esp  [Version 1.1]3E  HelmetFOV.esp3F  kuerteeInventoryIsABackpack.esp40  Oblivion - Soulgems.esp41  kuerteeGoldIsAnInventoryItem.esp42  SRJIrresponsibleHorses.esp43  Roleplaying Dialogues.esp44  RH 1.4 [non-MMM] with Grumble Sounds.esp45  BathingMod.esp46  BathingMod_Bathrooms.esp47  RealSleepExtended.esp  [Version 2.5]48  RenGuardOverhaul.esp49  Duke Patricks Basic Denock Arrows.esp4A  nGCD.esp++  nGCD Birthsigns.esp4B  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.esp4C  Immediate Character Generation.esp4D  Moonshadow Elves - Sc.esp4E  CuteElf11.esp  [Version 1.2]4F  1em_Vilja.esp  [Version 2.3.2]50  Rabies Dire Wolf Companion.esp51  NoLoad.esp52  [GFX]_Initial_Glow-all.esp53  PracticeTargets_OBSE.esp54  Beast Tongue  Evolved.esp55  Duke Patricks - Magic you can believe in.esp++  Duke Patricks - BASIC Script Effect Silencer NIF REMOVED.esp++  LEM Retextured Glass Weapons.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.0]56  Bashed Patch, 0.esp


Regards, Haldir
User avatar
Alisha Clarke
 
Posts: 3461
Joined: Tue Jan 16, 2007 2:53 am

Post » Tue May 17, 2011 3:03 pm

And now for something completely different...

...a newb question!

I've been using BAIN as my installer-of-preference for several months now, and feel pretty comfortable with the ends-and-outs of proper installation and BAIN package creation. However, I have not yet needed to permanently removed a mod from my load order... until now. I've no problems there. Just uninstall the BAIN package, adjust ESM/ESP load order if/as needed, rebuild my Bash-Patch, run TES4LODgen.

What I'm not familiar with is the Wrye-Bash Saves tab. It will of course show a mismatch between my saves and my post-removal load-order. Is the mismatch something I can safely ignore, or do I need to do something with that right-side window that lets us adjust the master-list? If it needs adjusting, how do I go about it and what do I look for to insure it's done properly?

(The mod in question is Companion Neeshka, which loads very late in my load-order.)

Bear in my that I run v287 and don't plan to upgrade until the smoke clears.

Thanks in advance!

-Decrepit-
User avatar
Nims
 
Posts: 3352
Joined: Thu Jun 07, 2007 3:29 pm

Post » Tue May 17, 2011 4:27 pm

WB 290 suggest that following mods be merged:

Have you enabled CBash? If so, turn it off (it's not quite ready yet), select all mods, and select 'Mark Mergeable'. This will get things back in sync. If you haven't enabled CBash, there is a different problem.

Is the mismatch something I can safely ignore, or

Oblivion handles this situation gracefully. If a mod is absent when you try to load a save, Oblivion will systematically remove all formids from your game that were from that mod. The next time you save, it won't have that mod as a master or any of the quests/items that the mod added to the game. If you were to re-add the mod later, it would be as if you were adding it for the first time (this procedure is known as the "clean save"). You do not need to take any action in the Saves tab for this.
User avatar
Shiarra Curtis
 
Posts: 3393
Joined: Thu Jan 04, 2007 3:22 pm

Post » Wed May 18, 2011 1:32 am

I am using v. 2.90. I installed Wrye_Python_03a-22368. It froze while installing a mod, and now it won't open again. I tried deleting, then reinstalling, Wrye Bash and Python but that didn't fix the problem. What do I do to fix this?

EDIT: I reverted to an older version of Wrye, copying over the new, and that worked. So I updated to the newer version and it worked again. How do I keep it from crashing or fix it without having to revert to an older version?
User avatar
Samantha Jane Adams
 
Posts: 3433
Joined: Mon Dec 04, 2006 4:00 pm

Post » Wed May 18, 2011 2:46 am

EDIT: I reverted to an older version of Wrye, copying over the new, and that worked. So I updated to the newer version and it worked again. How do I keep it from crashing or fix it without having to revert to an older version?

I presume you noticed the comment on the v290 download: "Requires an old installation of Wrye Bash 286+"

Could this be the cause of the problem you experienced?
User avatar
Javier Borjas
 
Posts: 3392
Joined: Tue Nov 13, 2007 6:34 pm

Post » Wed May 18, 2011 4:27 am

I presume you noticed the comment on the v290 download: "Requires an old installation of Wrye Bash 286+"

Could this be the cause of the problem you experienced?


No it is not, but I've fixed the crashing by disabling "auto-anneal" and "auto-refresh projects". Any idea why enabling these would cause it to crash? It did not make a difference which mod was being processed at the time of the crash, and it gave no errors, it just froze.
User avatar
victoria johnstone
 
Posts: 3424
Joined: Sat Oct 14, 2006 9:56 am

Post » Tue May 17, 2011 10:11 pm

I believe I remember a previous time I had Wrye Bash and OBSE installed and Wrye Bash placed a shortcut for it on the bottom. I don't see it this time. There is one for OBMM and BOSS. It's not really necessary because I launch Oblivion through OBMM and that should pick up on OBSE, but I'm just curious why there isn't a shortcut to it in Wrye or if there ever was and I'm just imagining things.
User avatar
Jerry Jr. Ortiz
 
Posts: 3457
Joined: Fri Nov 23, 2007 12:39 pm

Post » Tue May 17, 2011 5:14 pm

Hi guys,

1. Is the reccommended setting for AutoGhosting on or off?

2. After running BOSS and before rebuilding bashed patch, should I check/activate new esps - or it doesn't matter?

Thanks :)
User avatar
TIhIsmc L Griot
 
Posts: 3405
Joined: Fri Aug 03, 2007 6:59 pm

Post » Tue May 17, 2011 10:14 pm

Hi guys,

1. Is the reccommended setting for AutoGhosting on or off?

2. After running BOSS and before rebuilding bashed patch, should I check/activate new esps - or it doesn't matter?

Thanks :)


Not sure about 1. myself, but check out picture 5 of the images here http://www.tesnexus.com/downloads/file.php?id=35230 for question 2.

@ IndianWarbones, also at the same link, I am using v290 to create the tutorial, if you have OBSE installed correctly it should be there for you too.

I upgraded to OBSE 0019 stable last night and its still there.
User avatar
Vahpie
 
Posts: 3447
Joined: Sat Aug 26, 2006 5:07 pm

Post » Tue May 17, 2011 10:05 pm

Not sure about 1. myself, but check out picture 5 of the images here http://www.tesnexus.com/downloads/file.php?id=35230 for question 2.

@ IndianWarbones, also at the same link, I am using v290 to create the tutorial, if you have OBSE installed correctly it should be there for you too.

I upgraded to OBSE 0019 stable last night and its still there.


I reinstalled both of them and it still won't appear. The OBSE loader right? Its fine if its not there, although I wish it was. I just hope it dosen't mess anything up in someway or that I'm actually loading OBSE everytime I launch the game through OBMM, but I don't see why it wouldn't.
User avatar
kirsty williams
 
Posts: 3509
Joined: Sun Oct 08, 2006 5:56 am

Post » Tue May 17, 2011 11:09 pm

Feature request:

Add to the Saves the ability to rename the name of the save and the name of the "player".
User avatar
Bek Rideout
 
Posts: 3401
Joined: Fri Mar 02, 2007 7:00 pm

Post » Wed May 18, 2011 7:07 am

I reinstalled both of them and it still won't appear. The OBSE loader right? Its fine if its not there, although I wish it was. I just hope it dosen't mess anything up in someway or that I'm actually loading OBSE everytime I launch the game through OBMM, but I don't see why it wouldn't.


I think you need the DLLs....
User avatar
Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm

Post » Tue May 17, 2011 6:20 pm

I think you need the DLLs....


For OBSE or Wrye Bash? For OBSE I have these in my Oblivion directory:

obse Text Document
obse_loader Text Document
obse_1_2_416.dll
obse_editor_1_2.dll
obse_loader.exe

In the Mopy folder in the directory, the only DLLs I have from Wrye Bash are:
7z.dll
Rename_CBash.dll

Is that correct?
User avatar
Phillip Brunyee
 
Posts: 3510
Joined: Tue Jul 31, 2007 7:43 pm

Post » Wed May 18, 2011 3:37 am

It should be a green check box not a separate icon for starting. Having it checked toggles starting with OBSE.

Are you sure you installed 287 then 290 on top?
User avatar
Rebecca Clare Smith
 
Posts: 3508
Joined: Fri Aug 04, 2006 4:13 pm

PreviousNext

Return to IV - Oblivion