The bigger question here then is why is Oblivion.esm visible on that menu if it's never supposed to get selected?
I'll add in a check to that since it really shouldn't be. (and would require OB.esm tagged with Names which is odd to say the least).
Actually if you look at this http://tinypic.com/view.php?pic=149tg6r&s=5, you'll see that I actually had several options available, the only one of which I should select is Ranokoas' mod. Of the mods I actually have loaded, only the two csv files are invalid. That's why selecting oblivion.esm really didn't make any sense. At this point, I'm just glad I have it sorted, but I think there is some tweaking to be done
well *should* select is not quite the right word with Import Names; the two csv files are optional Wrye Bash files that you can (ie if you like their naming schemes) select... UOP and Knights UP are often imported for their name fixes (and Ranokoas' would win in any conflicts if both it and UOP and tagged, and selected in the patch dialogue.); with some patchers (ie scripts) there is a should but with names it is a cosmetics issue of 'do you like those names?'.
So correct me if I am wrong now, but if roanoka's esp was NOT checked and just imported, than it should have worked as intended right? If the mod was checked in his load order when rebuilding the patch then there is nothing to change since the records already exist.
That's one question I am not sure was asked. Was roanoka's esp checked when rebuilding the bash patch? If it was than I could see how this could cause your problem. Since roanoka modifies the names already there is nothing to override, but if you have it unchecked when BUILDING your bash patch it should then overwrite the changes from oblivion.esm.
I ran into that problem a few times. In order for imports to do what they are suppose to you should make sure they are unchecked so their changes actually get imported. I.E. no changes to make when its active means no changes to import... if that makes sense.
well it was working as intended from a code point of view but not from the OP's understanding (probably due to a failure to properly explain in the readme)
I'm pretty sure I saw the OP say that it was active (on the first page of the thread I think).
and yes that is correct.
I completely agree. The recommendation should be deactivate and leave deactivated and import, which is what is suggested on my site. It is also easier to remember to deactivate if you do it beforehand.
I'll reverse the instructions in Bash and the readme
Pacific Morrowind