[RELZ] Wrye Bash -- Thead 59

Post » Mon Mar 14, 2011 10:14 pm

Se?or utumno, thanks for your input concerning AVG; if I had read it earlier I could have saved some time.

Malonn, I did uninstall AVG and replace it with MSE. CBash still generates the same error in WB's debug console:
Spoiler
Exception raised: Not enough storage is available to process this command.
Unable to memory map 'Oblivion.esm' for read only.
Failed Load Not enough storage is available to process this command.
LoadCollection error
Not enough storage is available to process this command.

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Kat Ives
 
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Post » Mon Mar 14, 2011 10:22 pm

Se?or lyobovnik do try the Process Manager trick (don't ask me how though) :)
I am not much around the forum these days - so your posts eluded me
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Bereket Fekadu
 
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Post » Mon Mar 14, 2011 11:08 pm

I hope it's not too late in this thread, if I remember correctly, threads get locked after 5 pages, don't they?

Anyways, here goes (and again I am sorry if this has been covered elsewhere, I couldn't find the answers to this specific problem).

My game always CTD when loading a new game (into the tutorial dungeon). It crashes right after the intro cinematic. However, it only occurs when I load my Bashed Patch.
I followed the pictorial guide by Alt3rn1ty to create my patch (I admit I'm better with pictures than I am with words...).

If I understand the functioning of Wrye Bash correctly, it wants to merge 4 mods into the bashed patch. If it matters, these mods are:
?  Brighter_Torches.esp ?  DLCSpellTomes - Unofficial Patch.esp ?  MaleBodyReplacerV4.esp ?  EnchantmentRestore_Wells.esp 


I ended up making a merged patch using TES4Edit, hoping that'd work as a replacement, but then other problems occur.

My mod list is (from OBMM):
Spoiler
Oblivion.esmOscuro's_Oblivion_Overhaul.esmBetter Cities Resources.esmUnofficial Oblivion Patch.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espBetter Cities .espNatural_Weather_HDR_with_darker_Nights_by_Max_Tael.espMIS.espMIS Low Wind.espMIS New Sounds Optional Part.espBook Jackets Oblivion.espBrighter_Torches.espEnhanced Economy.espCrowded Roads.espFF_Real_Thirst.espStreamline 3.1.espMap Marker Overhaul.espMap Marker Overhaul - SI additions.espExpanded Hotkeys and Spell Delete V2.espDLCHorseArmor.espDLCHorseArmor - Unofficial Patch.espDLCOrrery.espDLCOrrery - Unofficial Patch.espDLCVileLair.espDLCVileLair - Unofficial Patch.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espDLCSpellTomes.espDLCSpellTomes - Unofficial Patch.espMaleBodyReplacerV4.espDLCThievesDen.espDLCThievesDen - Unofficial Patch.espOscuro's_Oblivion_Overhaul.espFull Harvest.espVaultsofCyrodiil.espVaultsofCyrodiilBC.espDLCBattlehornCastle.espDLCBattlehornCastle - Unofficial Patch.espDLCfrostcrag.espKnights.espKnights - Unofficial Patch.espSM Plugin Refurbish(Merged).espBirthsigns Expanded.espKyoma's Journal Mod.espP1DkeyChain.espReneersGoldMod.espSetsunaDummyTraining.espToggleable Quantity Prompt.espQuest Award Leveller.espQuest Award Leveller - Vile Lair.espQuest Award Leveller - Knights of the Nine.espRealHunger.espRealisticFatigue.espRealSleepExtended.espSyc_AtHomeAlchemy.espEssence Extracter.espEnchantmentRestore.espEnchantmentRestore_Wells.espRenGuardOverhaul.espDenock Arrows.espRealistic Arrow Flight.espnGCD.espimmersive_caves_manual.espBetter Cities Full.espBetter Cities - VWD of the IC.espBetter Imperial City.espBetter Cities Full FPS Patch.espBetter Imperial City FPS Patch.espMerged Patch, 0.esp *



* The merged patch is something I created using TES4Edit, as mentionned above.

Could someone help me out with this problem? Or point me in the right direction where I can find some more specific answers?

Thank you.
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..xX Vin Xx..
 
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Post » Tue Mar 15, 2011 2:04 am

Well the idea is that more or less groups of mods with similar properties have more or less the same install order [...]


I know that and I`m trying to install the mods this way, but sometimes you simply can`t do that, because certain installers need to overwrite data from other installers, regardless of their section logic. With a "Group" column you could tag all your mods and be sure to have a perfect overview over all kinds of mods you have installed (UI, Visual Improvements, Patches, etc.). I want to be sure to see which UI installers I have? I click on the "Group" and there it is! Of course this new column isn`t THAT important. But I think it can be quite useful, if all your mods are made BAIN-ready and you have 100 or more of them, like me.
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Lily Evans
 
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Post » Tue Mar 15, 2011 12:25 am

Does the Mayu's Animation Overhaul Skeleton Tweaker feature in the Bashed Patch require MAO? If so, could you add that to the description? "Requires MAO - Mayus Animation Overhaul." I'd guess choosing it w/o having MAO was what causing the CTD on game load http://www.gamesas.com/index.php?/topic/1165083-load-order-problem/.

EDIT: Might perhaps explain Revan-Avo-Kai's issue as well.
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Enny Labinjo
 
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Post » Mon Mar 14, 2011 7:44 pm

I know that and I`m trying to install the mods this way, but sometimes you simply can`t do that, because certain installers need to overwrite data from other installers, regardless of their section logic. With a "Group" column you could tag all your mods and be sure to have a perfect overview over all kinds of mods you have installed (UI, Visual Improvements, Patches, etc.). I want to be sure to see which UI installers I have? I click on the "Group" and there it is! Of course this new column isn`t THAT important. But I think it can be quite useful, if all your mods are made BAIN-ready and you have 100 or more of them, like me.

Having hundreds of mods myself, I thoroughly agree... it's very helpful to be able to define Groups/Categories for viewing. Perhaps I'm biased because I'm used to the feature from OBMM. (Yes, I still use OBMM... I never switched to BAIN. For years Bash just didn't do installation and by the time the BAIN feature-set came around I was too heavily modded to consider the time cost of switching worthwhile.)
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Crystal Clear
 
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Post » Mon Mar 14, 2011 9:55 pm

I hope it's not too late in this thread, if I remember correctly, threads get locked after 5 pages, don't they?

After 200 posts actually ;) (excessively long threads can cause issues.)


My game always CTD when loading a new game (into the tutorial dungeon). It crashes right after the intro cinematic. However, it only occurs when I load my Bashed Patch.

Certainly sounds like an error made in the building of that then. Probably the selecting of an option that requires something you don't have.

But let's look at that mod list first (as I noted one issue there already.)


If I understand the functioning of Wrye Bash correctly, it wants to merge 4 mods into the bashed patch. If it matters, these mods are:
?  Brighter_Torches.esp ?  DLCSpellTomes - Unofficial Patch.esp ?  MaleBodyReplacerV4.esp ?  EnchantmentRestore_Wells.esp 

I ended up making a merged patch using TES4Edit, hoping that'd work as a replacement, but then other problems occur.

Probably not a good idea with those mods, and should be pointless if you can get the bashed patch working for you.


My mod list is (from OBMM):

Use the one from Wrye Bash instead (right click on the mods tab and select "list mods", copy and paste. That list includes the version numbers.)


Natural_Weather_HDR_with_darker_Nights_by_Max_Tael.esp

I recommend All Natural, a better weather mod in oh so many ways.


MIS.esp
MIS Low Wind.esp

Oops!
You can only have one of those, the latter is the same as the former, just with quieter wind sounds.


VaultsofCyrodiil.esp
VaultsofCyrodiilBC.esp

Not sure, but check if you should have both, or just one, of those as well.


Could someone help me out with this problem? Or point me in the right direction where I can find some more specific answers?

Okay, back to the Bashed Patch;
Start by rebuilding it, and only selecting things that you understand. All the "Import..." options should be fine. Except for the "Import Names" one; all those "crowded", "travellers" and "roaming" ones only relate if you have the relative mods (you don't.)
Be careful with some of the tweaks (Don't want to set both a minimum and maximum potion weight, with the max less than the min, for instance!)
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Lynette Wilson
 
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Post » Tue Mar 15, 2011 8:32 am

I know that and I`m trying to install the mods this way, but sometimes you simply can`t do that, because certain installers need to overwrite data from other installers, regardless of their section logic. With a "Group" column you could tag all your mods and be sure to have a perfect overview over all kinds of mods you have installed (UI, Visual Improvements, Patches, etc.). I want to be sure to see which UI installers I have? I click on the "Group" and there it is! Of course this new column isn`t THAT important. But I think it can be quite useful, if all your mods are made BAIN-ready and you have 100 or more of them, like me.



Having hundreds of mods myself, I thoroughly agree... it's very helpful to be able to define Groups/Categories for viewing. Perhaps I'm biased because I'm used to the feature from OBMM. (Yes, I still use OBMM... I never switched to BAIN. For years Bash just didn't do installation and by the time the BAIN feature-set came around I was too heavily modded to consider the time cost of switching worthwhile.)

Sorry guys, I still think that markers (like == UL ==) would perfectly well do the job - as soon as those markers will be made collapsible (a much anticipated feature :hubbahubba: ) - one will then be able to have a panoramic view of one's installers - and I insist that correctly defined marker groups amount to install order groups - for the rare case that overrides should occur - check copy conflicts to project menu item - awesome no ? ;)

PS : and lyobovnic - give BAIN a try - you won't regret it
PS2 : still a more concrete example would be welcome

EDIT SOURCEFORGE IS BACK

:tops: :woot: :twirl: :bowdown: :mohawk: :foodndrink: :celebrate: :celebration:
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Stacey Mason
 
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Post » Tue Mar 15, 2011 4:09 am

Thanks for your reply, Vargr.

I did everything you said, and reread the instructions for Wrye Bash carefully.

I ended up cutting down my mod list drastically to see if I could find the cause of my CTD's, but the problem still persists. A CTD after the intro using the patch, and an unacceptable running game without it.*

My last tested mod list is (with Wrye Bash this time):

Spoiler
Active Mod Files:00  Oblivion.esm01  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]02  Unofficial Oblivion Patch.esp  [Version 3.3.3]03  DLCShiveringIsles.esp04  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]05  DLCHorseArmor.esp06  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]07  DLCOrrery.esp08  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]09  DLCVileLair.esp0A  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]0B  DLCMehrunesRazor.esp0C  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]0D  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]0E  DLCThievesDen.esp0F  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]10  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]11  DLCBattlehornCastle.esp12  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]13  DLCFrostcrag.esp14  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]15  Knights.esp16  Knights - Unofficial Patch.esp  [Version 1.1]17  Bashed Patch, 0.esp


So basically all DLCs, their UOPs, OOO and the Bashed Patch.

While rebuilding the patch I made sure to only select those options relevant to my mods. (I even put all mods I didn't use in a different map so Wrye Bash wouldn't load them, just to avoid an error on my side).

I'm out of ideas. I guess I'll take my time reinstalling everything, and cutting my mod list down to the bare minimum. (I made a backup of a clean, non-modded Data folder, so according to my logic, I should be able to replace the current one.)

Thanks again for your time. :)


*With unacceptable I mean that Captain Renault seems to be missing here (OOO) armor, and is just a floating head.
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Greg Swan
 
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Post » Tue Mar 15, 2011 2:59 am

snip


Sounds really odd that you wouldn't have Captain Renault's armor, i.e. missing OOO resources, w/o the Bashed Patch. Can't really see what could cause it. Weird.

A bit of a long shot perhaps, but you could try to update OOO to 1.34 Beta 5 (which you preferably should anyway) and follow the OOO exceptions (i.e. skip checking OOO there) for when using FCOM:

Import Actors: Spells - Tag Oscuro's_Oblivion_Overhaul.esm and Oscuro's_Oblivion_Overhaul.esp with Actors Spells.
Import Factions - Exception: Oscuro's_Oblivion_Overhaul.esp.
Import Graphics - Tag Oscuro's_Oblivion_Overhaul.esm and Oscuro's_Oblivion_Overhaul.esp with graphics.
Import Relations - Exceptions: Oscuro's_Oblivion_Overhaul.esm and Oscuro's_Oblivion_Overhaul.esp.

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OnlyDumazzapplyhere
 
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Post » Mon Mar 14, 2011 10:16 pm

Thanks for your reply, Vargr.

I did everything you said, and reread the instructions for Wrye Bash carefully.

I ended up cutting down my mod list drastically to see if I could find the cause of my CTD's, but the problem still persists. A CTD after the intro using the patch, and an unacceptable running game without it.*

My last tested mod list is (with Wrye Bash this time):

Spoiler
Active Mod Files:00  Oblivion.esm01  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]02  Unofficial Oblivion Patch.esp  [Version 3.3.3]03  DLCShiveringIsles.esp04  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]05  DLCHorseArmor.esp06  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]07  DLCOrrery.esp08  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]09  DLCVileLair.esp0A  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]0B  DLCMehrunesRazor.esp0C  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]0D  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]0E  DLCThievesDen.esp0F  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]10  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]11  DLCBattlehornCastle.esp12  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]13  DLCFrostcrag.esp14  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]15  Knights.esp16  Knights - Unofficial Patch.esp  [Version 1.1]17  Bashed Patch, 0.esp


So basically all DLCs, their UOPs, OOO and the Bashed Patch.

While rebuilding the patch I made sure to only select those options relevant to my mods. (I even put all mods I didn't use in a different map so Wrye Bash wouldn't load them, just to avoid an error on my side).

I'm out of ideas. I guess I'll take my time reinstalling everything, and cutting my mod list down to the bare minimum. (I made a backup of a clean, non-modded Data folder, so according to my logic, I should be able to replace the current one.)

Thanks again for your time. :)


*With unacceptable I mean that Captain Renault seems to be missing here (OOO) armor, and is just a floating head.


I have a similar problem. Game ran fine, added two mods, rebult patch, game would freeze on loading to the main screen. Removed mods added, rebult, same problem. Deactivating bashed patch, game loads fine. Rebuilt patch from a new bashed patch.esp, game freeze.

My solution was to only checkthe options for leveled lists, races, import graphics, npc faces, and merge patches for some mods, leeave other active. Built patch, game loaded fine. Now I just add more options each time.

Slow going since it takes 8 minutes to rebuild patch.

I will say though that not importing actors, actor spells, inventory, and some others has not shown any problem in the game and I am using a full FCOM install.

Makes me wonder if all those tags and importing is really needed for the game to work correctly (other than the obvious race, npc faces, filter mods, leveld lists, stats, and cells).

However, I will say
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le GraiN
 
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Post » Tue Mar 15, 2011 8:14 am

Makes me wonder if all those tags and importing is really needed for the game to work correctly (other than the obvious race, npc faces, filter mods, leveld lists, stats, and cells).


You'll not have CTDs/instability/total weirdness if not using them, but you won't have the game as intended either. So depends on how you define "correctly" I guess.
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Soph
 
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Post » Tue Mar 15, 2011 9:27 am

I have a similar problem. Game ran fine, added two mods, rebult patch, game would freeze on loading to the main screen. Removed mods added, rebult, same problem. Deactivating bashed patch, game loads fine. Rebuilt patch from a new bashed patch.esp, game freeze.

My solution was to only checkthe options for leveled lists, races, import graphics, npc faces, and merge patches for some mods, leeave other active. Built patch, game loaded fine. Now I just add more options each time.

Slow going since it takes 8 minutes to rebuild patch.

I will say though that not importing actors, actor spells, inventory, and some others has not shown any problem in the game and I am using a full FCOM install.

Makes me wonder if all those tags and importing is really needed for the game to work correctly (other than the obvious race, npc faces, filter mods, leveld lists, stats, and cells).

However, I will say


Your issue reminds me strongly of what happened to me during my early days of trying to get FCOM up and running last year. You can read my trial and errors (Note plural here is deliberate!) http://www.gamesas.com/index.php?/topic/1105942-relz-fcom-convergence-and-ufcom/page__st__100. It's the long second to last post at the bottom of the page. But what it boiled down to was that for some reason Import Scripts was not working for OOO.esm and OOO.esp. On the next page CorePc came up with the inspired idea of adding Import Scripts to OOO Gems and Dust.esp in Wrye Bash, this worked a treat and I was able to successfully load my game and I haven't looked back since.

Artorius
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Crystal Birch
 
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Post » Tue Mar 15, 2011 3:28 am

You'll not have CTDs/instability/total weirdness if not using them, but you won't have the game as intended either. So depends on how you define "correctly" I guess.


Good point. If I understand the purpose of the bash is to bring changes made by early loading mods to be available even if overwritten by later loading mods. This I never fully understood, just did it. Because if I think about it you can only have one effect on an object (like a face or weapon). So I always figured this was only if something loading later removed the effect from the item (i.e mod 1 changes damage of sword 1 to 20 and is imported into patch, mod 2 deletes sword 1 (not imported into patch, then bashed patch would have sword 1 with damage 20 in game because of the patch).

Same would go for NPC faces, the last change to the NPC face would be in game, even if a mod removed it. Because if mod 1 changes a face, and mod 2 changes a face, and both are imported, then the patch would have the face of mod 2 in game, regardless of what any othe later loading mod did - provided that mod was not imported.

With this said, other than being able to merge mods into the patch (where you deactivate the esp) and leveled lists, everything should work based on load order, latest loading mod wins. Except that merged mods will ALWAYS have their content in game (latest merged mod winning) because of the bashed patch, regardless of what changes later loading mods made that are not imported into the patch. Same would go for anything imported into bashed patch from early loading mods like stats, would be in game because of the bashed patch (with latest imported mod being the winner).

How this all works is probably simple to the Wrye Bash team but it still escapes me :) It is just that with my current problem of game not loading with everything bashed, the game still works as when everything was bashed, at least from the few hours I have played it. Not seen enough to really speak about absolutes.

So, knowing there are exceptions to every rule, would having a game with the bashed patch only containg imports from filter mods, cells, leveled lists, and race records be nearly the same as if I imported everything. I assume it must be to some extent as FCOM has been around for some time and alot of the new tags added to mods are within the last 12 months.

Any thought on this or has this been asked and answered a million times already, I just need to start reading at the first thread? :) And no, I am not useing cbash right now as it crashes my game with the mods I have. I am using version 291.
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Cagla Cali
 
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Post » Tue Mar 15, 2011 12:11 am

I was very sloppy with the Bashed Patch for quite a while as I didn't notice any odd issues just as you say. But Corepc detailed what I was missing etc. once, so since then I follow the instructions. Not much help on details, though. Let's say that I just trust Corepc on this.
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Louise
 
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Post » Tue Mar 15, 2011 1:10 am

Quick question: is it possible with a BAIN wizard to have it configure the ini file for a mod? I'm referring to the ini file for the mod, not Oblivion ini. Bascially like OBMM can do. User picks various options during installation and the script alters the ini file to match those options.

And if the answer is no, then of course the next question is, can this feature be added?
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Emma Copeland
 
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Post » Mon Mar 14, 2011 11:38 pm

Good point. If I understand the purpose of the bash is to bring changes made by early loading mods to be available even if overwritten by later loading mods. This I never fully understood, just did it. Because if I think about it you can only have one effect on an object (like a face or weapon). So I always figured this was only if something loading later removed the effect from the item (i.e mod 1 changes damage of sword 1 to 20 and is imported into patch, mod 2 deletes sword 1 (not imported into patch, then bashed patch would have sword 1 with damage 20 in game because of the patch).

Nope. I think you're overestimating Oblivion's capacity to merge mods: it doesn't merge changes to individual records, at all. So without Bash, if a mod A wants to change an NPC's face it has to overwrite all other aspects of the NPC: AI packages, inventory, etc. Therefore if your NPC face-changing mod A loads after a another mod B that modify AI packages of the same NPC, you lose everything from mod B. You'll presumably have everything except the face of that NPC reverted to vanilla settings, if mod A used vanilla NPCs as a base, of course.

What Bash does with the Bashed Patch is basically to create separate load orders for each aspect for which it has a patcher. This allows one mod to modify NPC faces *only* while another modifies AI packages *only*, which is, as I said, completely impossible in the base game.

What you get in the Bashed Patch is basically the version of the NPC that would have won in the load order with the vanilla system, with only specific aspects overwritten according to which patchers you enabled.

Regarding the deleted object example you gave, I think Wrye Bash respects deletion, and so a deleted object will be deleted in the Bashed Patch too (i.e. the record just won't be in it), unless another mod later in the load order re-adds that object.

Edit: BTW this is not esoteric knowledge: opening your Bashed Patch in TES4Edit and looking at how records get mixed and overwritten will show you what the Bashed Patch does; it also lets you understand what would happen without the Bashed Patch, once you've understood that records are used whole in vanilla Oblivion.

Edit2: Summary: This means that some quest mods that add AI packages to some vanilla NPCs (such as Simyaz's Ruined Tail's Tale, I think) will get a bit (or a lot) messed up unless a. They load after any other mod that might alter the same NPC in any way, or b. You use the bashed patch.
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Alan Cutler
 
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Post » Mon Mar 14, 2011 9:10 pm

Oops. Double post.
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Marine Arrègle
 
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Post » Tue Mar 15, 2011 3:39 am

Quick question: is it possible with a BAIN wizard to have it configure the ini file for a mod?
And if the answer is no, then of course the next question is, can this feature be added?

It's not possible yet, but it is on my list. Stay tuned : P
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Breautiful
 
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Post » Tue Mar 15, 2011 3:59 am

It's not possible yet, but it is on my list. Stay tuned : P


Well, chop chop - get to it! Sorry, I've just been itching to do my best Inspector Frost imitation. Waiting eagerly...
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Terry
 
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Post » Tue Mar 15, 2011 8:04 am

Nope. I think you're overestimating Oblivion's capacity to merge mods: it doesn't merge changes to individual records, at all. So without Bash, if a mod A wants to change an NPC's face it has to overwrite all other aspects of the NPC: AI packages, inventory, etc. Therefore if your NPC face-changing mod A loads after a another mod B that modify AI packages of the same NPC, you lose everything from mod B. You'll presumably have everything except the face of that NPC reverted to vanilla settings, if mod A used vanilla NPCs as a base, of course.

What Bash does with the Bashed Patch is basically to create separate load orders for each aspect for which it has a patcher. This allows one mod to modify NPC faces *only* while another modifies AI packages *only*, which is, as I said, completely impossible in the base game.

What you get in the Bashed Patch is basically the version of the NPC that would have won in the load order with the vanilla system, with only specific aspects overwritten according to which patchers you enabled.

Regarding the deleted object example you gave, I think Wrye Bash respects deletion, and so a deleted object will be deleted in the Bashed Patch too (i.e. the record just won't be in it), unless another mod later in the load order re-adds that object.

Edit: BTW this is not esoteric knowledge: opening your Bashed Patch in TES4Edit and looking at how records get mixed and overwritten will show you what the Bashed Patch does; it also lets you understand what would happen without the Bashed Patch, once you've understood that records are used whole in vanilla Oblivion.

Edit2: Summary: This means that some quest mods that add AI packages to some vanilla NPCs (such as Simyaz's Ruined Tail's Tale, I think) will get a bit (or a lot) messed up unless a. They load after any other mod that might alter the same NPC in any way, or b. You use the bashed patch.


Great answer, NOW I GET IT :)
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vanuza
 
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Post » Tue Mar 15, 2011 12:46 am

A small update about my previously mentionned problem with the bashed patch:

It seems that I simply forgot to download the necessary resources that are part of OOO, which was causing the CTDs when activating the bashed patch. I just finished installing the proper version of OOO and it's all working perfectly fine.

Sorry for bothering you guys with this, but thank you so much for the replies and help!
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Kate Norris
 
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Post » Tue Mar 15, 2011 8:41 am

I have just been re-reading the Help on NpcFaces and NpcFacesForceFullImport and, as a result, wish to confirm that my understanding is correct.

  • Mods tagged with NpcFaces will merge face, hair and eyes data from NPC entries
  • Mods tagged with NpcFacesForceFullImport will only import Face data NPC entries and will not merge changes made by more than one mod
  • Mods tagged with both NpcFaces and NpcFacesForceFullImport will merge hair and eyes data and import Face data without merging

Based on this understanding, I should tag mods like TNR, Beautiful People, etc with both tags to get the best result - is this correct?

If my understanding is correct, I can get rid of my modified versions of various mods - basically deleted conflicting records to avoid merged results and minimise strange looking faces.

Many thanks for any help and clarification.
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James Wilson
 
Posts: 3457
Joined: Mon Nov 12, 2007 12:51 pm

Post » Tue Mar 15, 2011 12:02 am

This is for Wrye Flash NV, but I coudn't find a thread in their forums, so I'm posting it here. Besides, you guys are more knowledgable, I think. I'm getting this error when rebuilding my Bashed Patch:

File "C:\Games\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 7346, in getMastersUsed    return masters.getOrdered()  File "C:\Games\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 6146, in getOrdered    return list(modInfos.getOrdered(list(self)))  File "C:\Games\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 10642, in getOrdered    modNames.sort()  File "C:\Games\Steam\SteamApps\common\fallout new vegas\Mopy\bolt.py", line 536, in __cmp__    else: return cmp(self._cs, Path.getCase(other))  File "C:\Games\Steam\SteamApps\common\fallout new vegas\Mopy\bolt.py", line 216, in getCase    else: return os.path.normcase(os.path.normpath(name))  File "C:\Program Files (x86)\Python26\lib\ntpath.py", line 402, in normpath    path = path.replace("/", "\\")AttributeError: 'int' object has no attribute 'replace'


Any help would be appreciated.

EDIT:

Nevermind. After a little reading at the FOOK/nVamp forums I learned what it was. Apparently importing graphics from FOOK causes that error.
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Chica Cheve
 
Posts: 3411
Joined: Sun Aug 27, 2006 10:42 pm

Post » Tue Mar 15, 2011 1:23 am

This is for Wrye Flash NV, but I coudn't find a thread in their forums, so I'm posting it here. Besides, you guys are more knowledgable, I think. I'm getting this error when rebuilding my Bashed Patch:

File "C:\Games\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 7346, in getMastersUsed    return masters.getOrdered()  File "C:\Games\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 6146, in getOrdered    return list(modInfos.getOrdered(list(self)))  File "C:\Games\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 10642, in getOrdered    modNames.sort()  File "C:\Games\Steam\SteamApps\common\fallout new vegas\Mopy\bolt.py", line 536, in __cmp__    else: return cmp(self._cs, Path.getCase(other))  File "C:\Games\Steam\SteamApps\common\fallout new vegas\Mopy\bolt.py", line 216, in getCase    else: return os.path.normcase(os.path.normpath(name))  File "C:\Program Files (x86)\Python26\lib\ntpath.py", line 402, in normpath    path = path.replace("/", "\\")AttributeError: 'int' object has no attribute 'replace'


Any help would be appreciated.


Had that with Import grapics of FOOK. Just uncheck it (don't have your LO, just a guess...). Others graphics are alright.
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gemma
 
Posts: 3441
Joined: Tue Jul 25, 2006 7:10 am

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