[RELZ] Wrye Bash -- Thread No.39

Post » Fri May 13, 2011 1:07 pm

Upgrade to v282.
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Danel
 
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Post » Fri May 13, 2011 5:41 pm

Upgrade to v282.

Oops, that was a typo; 282 is what I'm using. I edited my post to fix it.
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claire ley
 
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Post » Fri May 13, 2011 12:18 pm

Waruddar could you include a link in the title posts (and possibly on nexus) for the pywin32 installer after python, wxpython, comtypes and psyco for those wishing to use bain converters. Maybe I have skipped it somewhere obvious but the Wrye bash components list was the only place I could remember it being referenced http://wryebash.netai.net/#PythonComponents
Direct link here for python 26 setup http://sourceforge.net/project/platformdownload.php?group_id=78018

Will add the link. Thanks!

Just for the record, bain converters don't require PyWin32; lojack's wizard install system does. Pretty sure it's the only bain component that actually requires PyWin32.

Edit: Will look into the BCF error.
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Chloe Mayo
 
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Post » Fri May 13, 2011 1:09 pm

I'm having some trouble getting BCFs to work, and I'm not sure whether it's a bug or I'm doing something wrong.
...snip...
Traceback (most recent call last):  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 6762, in Execute    self.converter.apply(destArchive,self.data.crc_installer,SubProgress(progress,0.0,0.99))  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 9882, in apply    self.unpack(srcInstaller,files,SubProgress(progress,lastStep,nextStep))  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10117, in unpack    progress(0,_("%s\nExtracting files...") % srcInstaller.s)AttributeError: 'InstallerProject' object has no attribute 's'


It's a bug. One that I'm surprised wasn't caught sooner. And it's fixed now.

One thing, are you certain you deleted the project before trying to apply the BCF? I was only able to get this error when a project and archive both existed and had the same Data CRC.
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tannis
 
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Post » Fri May 13, 2011 11:21 am

I'm having some trouble getting BCFs to work, and I'm not sure whether it's a bug or I'm doing something wrong.


Traceback (most recent call last):  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 6762, in Execute    self.converter.apply(destArchive,self.data.crc_installer,SubProgress(progress,0.0,0.99))  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 9882, in apply    self.unpack(srcInstaller,files,SubProgress(progress,lastStep,nextStep))  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10117, in unpack    progress(0,_("%s\nExtracting files...") % srcInstaller.s)AttributeError: 'InstallerProject' object has no attribute 's'


Looks like for some reason BAIN is allowing you to apply the BCF to a Project...might be a problem with the UI updating after creating the archive and deleting the project. I'll see if I can reproduce it.
EDIT: Waruddar, you sure are quick. Nice


Just for the record, bain converters don't require PyWin32; lojack's wizard install system does. Pretty sure it's the only bain component that actually requires PyWin32.

Correct. It needs PyWin32 for doing version checks on Oblivion/OBSE/OBGE
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Ernesto Salinas
 
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Post » Fri May 13, 2011 11:04 pm

One thing, are you certain you deleted the project before trying to apply the BCF?

Yep, just tested it again. However, if I do a "refresh data" after deleting the project folder, then it works.
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Joey Avelar
 
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Post » Fri May 13, 2011 10:47 pm

Shouldn't it only merge those records if there IS a conflict?


Thats the thing. These are overwrites. For example, my mod load order for Race records goes:

Diverse Voices.esp (Tagged Voice-F/Voice-M)
MaleBodyReplacerV4.esp (Tagged Body-M)
bgBalancingEVCore.esp (Tagged Hair/Eyes)
bgBalacingOptionalBetterRedguards.esp (Tagged Body-M/Body-F)

Both the conflicts that Diverse Voices and the MaleBodyReplacerV4 have are overwritten by bgBalancingEVCore and not merged into the bash patch at all. If I move bgBalaingEVCore.esp to the bottom of this list than the changes by Diverse Voices and MaleBodyReplacer overwrite all the race changes from bgBalancingEVCore. Nothing is ever merged by simply using the race tags. I can't quite figure this one out myself.
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Abel Vazquez
 
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Post » Sat May 14, 2011 2:37 am

Yep, just tested it again. However, if I do a "refresh data" after deleting the project folder, then it works.

Ah, got it. It was actually two separate bugs. 1) Deleting wasn't refreshing the files properly. 2) The bug with projects and archives having the same Data CRC. The first bug was triggering the second one in your case. My fix would work for you, but it's good form to properly fix the refresh as well. Both fixed.

Thanks for the detailed bug report. Makes fixing bugs so much easier.

Edit:
Sandman53, I think I'll let PacificMorrowind handle this one. He's more conversant with the tagging system than I.
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no_excuse
 
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Post » Sat May 14, 2011 1:44 am

Thanks for the detailed bug report. Makes fixing bugs so much easier.

You're welcome. I'll look forward to the fix in the next release, and in the meantime, your mention of it being related to deletion of the project led me to discover the workaround for now. :)

Speaking of CRCs, I've noticed that Bash seems to check for changes to a file's size in order to determine whether it should recalculate the CRC. If I make a change to a plugin that doesn't alter its size, then go to the Installers tab and refresh, my project stays green and I can't "sync from data" even though the file has changed. It may be a good idea to check a file's modification timestamp as well as its size to determine whether it's changed.

Edit: No, wait, that won't help for plugins since the timestamp gets reset due to "lock times" being enabled.

I've previously suggested adding a "refresh data" option for individual projects, as a quicker way to make Bash notice that there are changes to be synced without needing to rescan everything. If that gets implemented, maybe it could ignore sizes and timestamps and just unconditionally recalculate CRCs for the selected project's installed files.
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Killer McCracken
 
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Post » Fri May 13, 2011 7:37 pm

One more question, reference BSA redirection. Trying to find the original quarn topic linked here http://wryebash.netai.net/#PackageHeaderCommands but the links dead. The closest I can get is this http://cs.elderscrolls.com/constwiki/index.php/Oblivion_Mods_FAQ#Other_Solutions, so question..

If I have not been using BSA redirection since my latest full clean install, and I turn it on now in Wrye bash, will a new archiveinvalidation.txt be generated automatically when closing Wrye bash, and be updated thereafter?, and does it conform to the idea of only listing textures replacing original game textures.

The reason for my recent interest in BAIN was because previously using OBMM and after one modders advice I used BSA ALTERATION... which eventually caused multiple problems.

BSA Redirection seems safe enough using the archiveinvalidation.txt method, and reversible, but I am a bit shy of using it - understandably.
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Jessica Thomson
 
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Post » Fri May 13, 2011 4:04 pm

BSA Redirection seems safe enough using the archiveinvalidation.txt method, and reversible, but I am a bit shy of using it - understandably.

AFAIK, all BSA Redirection does is add a dummy BSA file (ArchiveInvalidationInvalidated!.bsa) to the beginning of the sArchiveList= line in Oblivion.ini. There's no archiveinvalidation.txt involved. Since it's just a trivial edit to a configuration file that you could remove by hand if you needed to, I'd say it's completely safe.
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Robert Devlin
 
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Post » Fri May 13, 2011 2:34 pm

It's does look at both size and date, but there appears to be a logic error in the refresh function that is restricted to esp/m files. Esp/m files will often have the same date even if it's been modified, so the function should scan those files even if the size and date are the same. However, it's doing the exact opposite; it isn't scanning esp/m files even if the date's don't match.

Will fix it.
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Stephanie I
 
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Post » Fri May 13, 2011 10:56 pm

Heh, I didn't even realize I was encountering a bug there. :) Thanks.
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Joanne
 
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Post » Fri May 13, 2011 11:58 pm

Should be fixed. However, the fix means that BAIN will now calculate CRCs for every esp/m when it first starts. This will add some time depending on how many mods are installed and how large each mod is.

You'll have to right-click on the header and choose "Refresh Data" for it to pick up any subsequent changes.

BAIN still won't pick up other files that you've changed if both the size and date match. You'd have to do a "Full Refresh". However, it's most likely the date WOULD change on other files, so it shouldn't be too much of a concern.
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Invasion's
 
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Post » Sat May 14, 2011 1:30 am

I have a very weird problem with Wrye Bash v282 - my existing games can't be played with Bashed patches built by v282, but they work fine with bashed patches built by Wrye Bash v277 (that's the last one I had on my HDD), even when the exact same options (merge mods, import tweaks etc.) are selected.

I have the latest BOSS masterlist thanks to BOMM. In WB v277, I built a bashed patch, and the existing savegames are all purple-coded (implying they will work fine). Now, when I install Wrye Bash v282 by overwriting all the existing folders (Data and Mopy), and relaunch WB, and rebuild the bashed patch with the exact same options (merge mods, import tweaks etc., I even select the same mods and do not include the new mods that come up in import inventory/factions/graphics/names - FCOM etc.). The bashed patch is built fine, and existing save games are still purple-coded.

OBSE+Oblivion starts as usual, comes to main menu. When I try to load the most-recent save, the Loading Screen comes up, but the bar will not move ahead, and Win 7 throws an error and needs to close Oblivion... happens with all the saves.

One thing I note is that this bashed patch has fewer records changed (20287) than the bashed patch built by WB v277 (20683).

If it helps, my load order is:
Spoiler

Active Mod Files:
00 Oblivion.esm
01 Windfall.esm
02 All Natural Base.esm [Version 0.9.4]
03 Francesco's Leveled Creatures-Items Mod.esm
04 Francesco's Optional New Items Add-On.esm
05 Cobl Main.esm [Version 1.72]
06 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
07 Mart's Monster Mod.esm [Version 3.7b3p3]
08 TamrielTravellers.esm [Version 1.39c]
09 FCOM_Convergence.esm [Version 0.9.9MB3]
0A Armamentarium.esm [Version 1.35]
0B Unofficial Oblivion Patch.esp [Version 3.2.5]
0C UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
0D Oblivion Citadel Door Fix.esp
0E DLCShiveringIsles.esp
0F Unofficial Shivering Isles Patch.esp [Version 1.4.0]
10 SM Plugin Refurbish - SI.esp [Version 1.30]
11 Francesco's Optional Chance of Stronger Bosses.esp
12 Francesco's Optional Chance of Stronger Enemies.esp
13 Francesco's Optional Chance of More Enemies.esp
14 Francesco's Optional Leveled Quests-SI only.esp
15 Francesco's Optional Leveled Guards.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
16 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
17 Atmospheric Loading Screens - Original Text.esp
18 All Natural - Real Lights.esp [Version 0.9.4]
19 All Natural.esp [Version 0.9.4]
++ All Natural - EW + NW + AWS.esp [Version 0.9.4]
1A MIS Low Wind.esp
1B MIS New Sounds Optional Part.esp
1C Rainbows.esp
1D Book Jackets Oblivion.esp
1E DID3_DoubleTrouble.esp
++ Item interchange - Extraction.esp [Version 0.76]
++ OOO-NoLockBash.esp
1F Lock Bash Omega.esp [Version 1.5]
20 Immersive Combat Music.esp [Version 1.00]
21 Oblivion Collectible Cards.esp
++ Oscars_Nicer_Grass-3346.esp
22 RAEVWD Cities.esp [Version 1.4]
23 RAEVWD New Sheoth.esp [Version 1.5]
24 RAEVWD Imperial City.esp [Version 1.4]
25 SoT_Holiday.esp
26 Enhanced Economy.esp [Version 3.3.4]
27 Map Marker Overhaul.esp [Version 3.3.1]
28 Map Marker Overhaul - SI additions.esp [Version 3.0.2]
29 AyleidStatueMap.esp
2A ShadowbanishMap.esp
2B ShowDaedricShrines.esp
2C sr_super_hotkeys.esp
2D DLCHorseArmor.esp
2E DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
2F SM Plugin Refurbish - HorseArmor.esp [Version 1.11]
30 DLCOrrery.esp
31 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
32 SM Plugin Refurbish - Orrery.esp [Version 1.11]
33 DLCVileLair.esp
34 DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
++ SM Plugin Refurbish - VileLair.esp [Version 1.21]
35 DLCMehrunesRazor.esp
36 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
37 SM Plugin Refurbish - MehrunesRazor.esp [Version 1.30]
38 DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
39 Adonnays Classical Weaponry.esp
3A Adonnays Elven Weaponry.esp
3B PTArtifacts.esp
3C DLCThievesDen.esp
3D DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
3E DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
3F SM Plugin Refurbish - ThievesDen.esp [Version 1.30]
40 Cobl Glue.esp [Version 1.72]
41 Cobl Si.esp [Version 1.63]
42 OOO 1.32-Cobl.esp [Version 1.72]
++ FCOM_Cobl.esp [Version 0.9.9]
43 Bob's Armory Oblivion.esp
44 Cheat Bob's Armory Oblivion.esp
45 FCOM_BobsArmory.esp [Version 0.9.9]
46 Oblivion WarCry EV.esp
47 FCOM_WarCry.esp [Version 0.9.9MB3]
48 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
++ ArmamentariumLLVendors.esp [Version 1.35]
49 ArmamentariumArtifacts.esp [Version 1.35]
4A Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]
4B FCOM_Convergence.esp [Version 0.9.9Mb3]
++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
4C FCOM_RealSwords.esp [Version 0.9.9]
4D FCOM_DurabilityAndDamage.esp [Version 0.9.9]
4E Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]
++ Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3]
++ FCOM_SaferRoads.esp [Version 0.9.9]
++ FCOM_LessRats.esp [Version 0.9.9]
++ FCOM_LessReaversInGates.esp [Version 0.9.9]
4F Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
50 Mart's Monster Mod - No Carrion Rats.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Blood.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Undead Rise.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Slimes.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Lanterns.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Less Reavers.esp [Version 3.7b3p3]
51 Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3]
52 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
53 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3]
54 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]
55 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
56 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.7b3p3]
++ TamrielTravellerAdvscript.esp [Version 1.39c]
57 TamrielTravellers4OOO.esp [Version 1.39c]
58 ShiveringIsleTravellers.esp [Version 1.39c]
++ ShiveringIsleTravellersFriendlyFactions4MMM.esp [Version 1.39c]
++ FCOM_TamrielTravelers.esp [Version 0.9.9]
++ FCOM_DiverseGuardUnity.esp [Version 0.9.9]
++ FCOM_BobsGuardUnity.esp [Version 0.9.9]
++ FCOM_HungersUnitySI.esp [Version 0.9.9]
++ FCOM_Archery.esp [Version 0.9.9]
++ FCOM_FriendlierFactions.esp [Version 0.9.9]
59 FCOM_MoreRandomSpawns.esp [Version 0.9.9]
5A FCOM_MoreRandomItems.esp [Version 0.9.9]
++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
++ ArmamentariumLL4OOO.esp [Version 2.01]
++ ArmamentariumLLMagicOOO.esp [Version 1.35]
5B OOO-WaterFish.esp [Version 1.34]
++ MMM-Cobl.esp [Version 1.69]
5C Kragenir's Death Quest.esp
5D KDQ - Rural Line Additions.esp
5E Shads Water Bucket Plus.esp
5F Tombstone Epitaphs - The Unveiling.esp
60 Windfall.esp
61 DLCBattlehornCastle.esp
62 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]
63 SM Plugin Refurbish - Battlehorn.esp [Version 1.30]
64 DLCFrostcrag.esp
65 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]
66 SM Plugin Refurbish - FrostCrag.esp [Version 1.2]
67 Knights.esp
68 Knights - Unofficial Patch.esp [Version 1.0.9]
++ SM Plugin Refurbish - Knights.esp [Version 1.06]
69 The Lost Spires.esp
6A Lost Paladins of the Divines.esp
6B Mart's Monster Mod - City Defences.esp [Version 3.7b3p3]
++ FCOM_Knights.esp [Version 0.9.9Mb3]
6C road+bridges.esp [Version 4.5.2]
6D NakedNord.esp
6E Harvest [Flora].esp [Version 3.0.0]
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]
6F Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]
70 Ayelid Wells.esp
71 Cliff_BetterLetters.esp [Version 1.1]
72 Kyoma's Journal Mod.esp [Version 3.2.0]
73 Leviathan Soulgems.esp
74 Oblivifall - Let's Talk!.esp [Version 1.1]
75 Oblivifall - Something's Not Right.esp [Version 1.0]
76 P1DkeyChain.esp [Version 5.00]
77 Enhanced Economy - House prices.esp [Version 1.0]
78 Quest Award Leveller.esp [Version 2.1.0]
++ Quest Award Leveller - Battlehorn Castle.esp
++ Quest Award Leveller - Vile Lair.esp [Version 2.1.0]
++ Quest Award Leveller - Mehrunes Razor.esp [Version 2.1.0]
++ Quest Award Leveller - Knights of the Nine.esp [Version 2.1.0]
79 Alternate Start Revamped.esp
7A Simple Essentials beta2.esp
7B attack and hide medium v2.1.esp
7C ZumbsLockpickingMod - OBSE.esp
7D RenGuardOverhaul.esp
7E RenGuardOverhaulShiveringIsles.esp
7F Enhanced Grabbing.esp [Version 0.4]
80 Denock Arrows.esp
81 Kobu's Character Advancement System.esp
82 Kobu's Personality Enhancer.esp
83 Kobu's Health Modifier Mod.esp
84 Kobu's 2x Slower Jack-of-All-Trades Mod.esp
85 Kobu's Cure for Fatigue Mod.esp [Version 1.0.1]
86 Kobu's Lighter Backpack Mod.esp
++ Item interchange - Placement for FCOM.esp [Version 0.76]
++ Item interchange - Placement for Frostcrag.esp [Version 0.78]
++ Item interchange - Option, Ingredients in Bulk, reduced.esp [Version 0.78]
87 bgBalancingEVCore.esp [Version 10.52EV-D]
88 bgMagicEV.esp [Version 1.7EV]
++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
++ bgMagicItemSigil.esp [Version 1.68EV]
++ bgMagicEVStartspells.esp [Version 1.68EV]
89 bgMagicBonus.esp [Version 1.7EV]
++ bgMagicEVAddEnVar.esp [Version 1.68EV]
8A bgMagicEVPaperChase.esp [Version 1.68EV]
++ bgBalancingEVOptionalClasses.esp [Version 9.0EV-U]
++ bgBalancingEVOptionalFangs.esp [Version 10.0EV-D]
++ bgBalancingEVOptionalMoreEyes.esp [Version 10]
** bgBalancingEVOptionalNPCDiversity, Beautification.esp [Version 10.0EV-D]
++ bgBalancingEVOptionalFCOMAdditions.esp [Version 10.]
8B bgBalancingEVLAMEAddition.esp [Version 10.51EV-D]
++ bgBalancingEVLAMEGlue.esp [Version 10.0EV-D1.62EV]
** bgBalancingEVOptionalNPCDiversityLAME.esp [Version 10.5EV-D]
8C bgIntegrationEV.esp [Version 0.993]
** bgMagicEVShader.esp [Version 1.7EV]
++ bgMagicShaderLifeDetect.esp [Version 1.68]
8D bgMagicLightningbolt.esp
** NRB4 Standard Road Record.esp
++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]
8E Cobl Silent Equip Misc.esp [Version 01]
8F FormID Finder4.esp
90 Streamline 3.1.esp
91 Bashed Patch, 0.esp


Any ideas what is going wrong?

PS: I might still be using Python 2.5.2 - I hope that is fine... I have v 2.6 installed, but WxPython etc. could not locate it at all..

PPS: .Nevermind - v Python 2.6 installed.

Bringing this back up - got lost on the last page.

Any pointers in sorting this out would be appreciated.
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Everardo Montano
 
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Post » Sat May 14, 2011 2:59 am

Only relevant change I can think of atm is that PacificMorrowind updated the automatic bash tags. That could be responsible for the difference in patched records, and possibly account for the crash when loading (depending on what bash tags changed).

He'd have to go through your load order and see if he anything he updated would affect it. It might then be resolved with a clean save of the affected mod.

For now, try taking the taglist.txt from Bash 277 and copying it over the taglist from Bash 282. See if that helps matters.
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Jonny
 
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Post » Fri May 13, 2011 7:36 pm

For now, try taking the taglist.txt from Bash 277 and copying it over the taglist from Bash 282. See if that helps matters.


Taglist.txt did not get introduced until 2.78 version.


Now, when I install Wrye Bash v282 by overwriting all the existing folders (Data and Mopy),



you should do a clean reinstall of Bash since upgrading from 2.77 to 2.82 alot of changes once again to things.

so delete the bash patches folder under data, and delete the mopy folder under oblivion folder. Then reinstall 2.75 and then upgrade to 2.82..
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-__^
 
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Post » Fri May 13, 2011 7:28 pm


Then reinstall 2.75 and then upgrade to 2.82..


I guess upgrading to 2.82 implies overwriting the Data and Mopy folders with the ones in v282 - right?
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Elizabeth Davis
 
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Post » Fri May 13, 2011 5:44 pm

I guess upgrading to 2.82 implies overwriting the Data and Mopy folders with the ones in v282 - right?


correct, overwrite data and mopy folders. maybe that will fix the problem.

You should load item iterchange lower in load order below overhaul where other item iterchange fcom placement is located at, that may help some..
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Rowena
 
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Post » Fri May 13, 2011 1:54 pm

Yes...? I do not see what the problem is...just upgrade.
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Blackdrak
 
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Post » Fri May 13, 2011 3:45 pm

I tried corepc's suggestion of deleting v277, installing WB v275, and then upgrading the v282. I even deleted the Bashed patch.esp, and used the one found under Mopy>Extras to rebuild the Bashed patch.

Still, no go. Game crashes on trying to load save, while on the loading screen. Works with bashed patch created from WB v277... all saves are still purple-coded with both bashed patches (created from v277 and v282). So problem still persists. Any other suggestions?


You should load item iterchange lower in load order below overhaul where other item iterchange fcom placement is located at, that may help some..

I am letting BOSS choose the load order at the moment, but definitely that is something that I'll change based on your input.

Are you specifically talking about moving "++ Item interchange - Extraction.esp [Version 0.76]" below to where the other Item interchange plugins are?
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Project
 
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Post » Fri May 13, 2011 10:47 pm

Okay, for some reason, Bash isn't importing the voice data from the Diverse Voices.esp... I wasn't noticing anything different ingame, so I looked at the Bashed Patch. Diverse Voices.esp has a green plus-sign next to it, and the Patch lists it as a "source mod" in the Race Records section of its readme, but that same section mentions nothing about voices, and when viewing the Patch in TES4Edit, the voice records are the same as the default. What's going on?
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Tikarma Vodicka-McPherson
 
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Post » Sat May 14, 2011 2:08 am

Okay, for some reason, Bash isn't importing the voice data from the Diverse Voices.esp... I wasn't noticing anything different ingame, so I looked at the Bashed Patch. Diverse Voices.esp has a green plus-sign next to it, and the Patch lists it as a "source mod" in the Race Records section of its readme, but that same section mentions nothing about voices, and when viewing the Patch in TES4Edit, the voice records are the same as the default. What's going on?


*cough*

Thats the thing. These are overwrites. For example, my mod load order for Race records goes:

Diverse Voices.esp (Tagged Voice-F/Voice-M)
MaleBodyReplacerV4.esp (Tagged Body-M)
bgBalancingEVCore.esp (Tagged Hair/Eyes)
bgBalacingOptionalBetterRedguards.esp (Tagged Body-M/Body-F)

Both the conflicts that Diverse Voices and the MaleBodyReplacerV4 have are overwritten by bgBalancingEVCore and not merged into the bash patch at all. If I move bgBalaingEVCore.esp to the bottom of this list than the changes by Diverse Voices and MaleBodyReplacer overwrite all the race changes from bgBalancingEVCore. Nothing is ever merged by simply using the race tags. I can't quite figure this one out myself.


It seems that if there are multiple mods that overwrite race records that it will only take the race records from the last mod and discard the changes made by the previous race mod. I guess its up to PacificMorrowind to find out why. For now I have been making the changes manually in the bash patch myself with tes4edit, but I dont want to have to keep doing it after every rebuild.
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Benjamin Holz
 
Posts: 3408
Joined: Fri Oct 19, 2007 9:34 pm

Post » Sat May 14, 2011 1:17 am

...
It seems that if there are multiple mods that overwrite race records that it will only take the race records from the last mod and discard the changes made by the previous race mod. I guess its up to PacificMorrowind to find out why. For now I have been making the changes manually in the bash patch myself with tes4edit, but I dont want to have to keep doing it after every rebuild.


And more investigation into TES4Edit convinces me that you're right... this is most distressing! I just realized that because of the EVE Khajiit female texture fix thingy, none of my RBP Khajiit changes were taking effect! I hope they figure out what's going on soon :(
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+++CAZZY
 
Posts: 3403
Joined: Wed Sep 13, 2006 1:04 pm

Post » Fri May 13, 2011 11:23 am

Isn't there some keyboard shortcut you can use to move files around in load order (and is it the same for BAIN?) faster rather then having to manually plug in times? I swear I remember doing it but I can't figure out what keys it is.
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Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

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