A Few Minor Mod Bugs
#11
Posted 08 July 2010 - 07:25 AM
Also, I found that when I went to Frostcrag Spire, the portals in the main room were renamed Bruma Test House Door or Portal, something like that.
The problem is not only with Black Robes, but with Necromancer Robes as well. And the Frostcrag Spire portal issue is also kinda weird, since it doesn't take me to Bruma or anything.
I set OBMM to "BSA Redirection", like you said. Should I try Universal, or another of the settings? Nobody in FO3 used BSA archives so I'm quite unfamiliar with the file-type. It was all files that you dropped into your data folder.
#12
Posted 08 July 2010 - 12:02 PM
Edit: Use RefScope to check the file paths for the invisible textures and see where that leads you. Make sure they are installed where the mesh points.
#13
Posted 09 July 2010 - 01:10 AM
These are the mods that are unrecognized:
"Unknown mod file: Get Wet v0.92 - no droplets.esp
Unknown mod file: Drinks Effects.esp
Unknown mod file: Oblivi-Loot.esp
Unknown mod file: Aquafina.esp
Unknown mod file: Crowded Roads Revisited_GoldRoad_10.esp
Unknown mod file: Crowded Roads Revisited_ChorrolCheydinhal_10.esp
Unknown mod file: Crowded Roads Revisited_GreenRoad_10.esp
Unknown mod file: Crowded Roads Revisited_YellowRoad_10.esp"
Aquafina isn't even active, and the crowded roads revisited, I placed right below the Crowded Roads Revisited main .esp file.
I have a Bashed Patch that was created when I first ran Wyre, but I don't really know all that much about it and how to use it or update it. Should I deactivate it?
Looking through the BOSS list, there's a lot of Bashed Patch tag suggestions, but I don't know what those mean. I did find a lot of info about suggestions. Like the UOP Supplemental. But I don't think that would fix the textures...
I installed RefScope and I'll let you know what I find out after I go necro-hunting.
EDIT : Didn't find any necromancers while I was dungeon hopping, just a lot of goblins. But when I looked around the Mage Guild in Chorral, all robes were showing up fine. Somehow, I guess that bug got sqashed. But Frostcrag Spire still shows up as Bruma House Test.
The Main Door is "Door to Bruma House Test" and the portals are "Portal to BrumaTestHouseMid" . . . . I think this is just something from the original oblivion that is conflicting with Frostcrag Spire. How do I change the .bsa date and make Frostcrag Spire the winner in this conflict?
#14
Posted 09 July 2010 - 03:03 AM
Finishing the Installation - http://tesivpositive...he_installation <-- Read this, especially the last section.
The Bashed Patch - http://tesivpositive...ge=bashed_patch <-- Most things can be checked where they appear, but there are some specific exceptions to note.
Bash Plugin Colors Quick Reference - http://tesivpositive...quick_reference <-- This may help you while reading the first page I linked.
Rebuild your Bashed Patch whenever you make changes to your load order, which includes updating any plugins. Not rebuilding the Bashed Patch may result in crashes.
#15
Posted 09 July 2010 - 04:48 AM
I also found that rebuilding my patch really improved the game a lot. Runs a lot smoother, and way more stable. I still CTD'd though.
I wasn't sure what options to check while I was building the patch, nor was I sure of if I should merge patches or not... I read all the documentation but still kinda confused.
Reading through stuff still though.
I checked Frostcrag, and the names were still wrong. TesterHouseBruma is the name on the portals. RefScope didn't have anything that made any sense to me in regards to why the names would be wrong.
EDIT : I went through and merged some of the smaller mods that Wyre said it wanted to merge, and WOW. Stability! I just played for.. Over an hour non-stop. Unheard of!
EDIT2: I realized that maybe the robe issue was caused by a mod that I didn't even realize I had installed. I had both Capes and Cloaks, AND Extra Robe Pack installed. Capes & Cloaks seems bland, so I'm going to re-install Extra Robe Pack and see how that works.
#16
Posted 09 July 2010 - 02:46 PM
Awesome! Congrats! Turn on Bash's Auto-ghosting too. That way none of your deactivated (merged and import-only) plugins will count toward the total plugin and BSA count.Found a few necromancers and NPC enemy mages. When I looked at their bodies, Black robes and Necromancer robes were both fixed. So that problem is all squashed.
I also found that rebuilding my patch really improved the game a lot. Runs a lot smoother, and way more stable. I still CTD'd though.
I wasn't sure what options to check while I was building the patch, nor was I sure of if I should merge patches or not... I read all the documentation but still kinda confused.
Reading through stuff still though.
I checked Frostcrag, and the names were still wrong. TesterHouseBruma is the name on the portals. RefScope didn't have anything that made any sense to me in regards to why the names would be wrong.
EDIT : I went through and merged some of the smaller mods that Wyre said it wanted to merge, and WOW. Stability! I just played for.. Over an hour non-stop. Unheard of!
EDIT2: I realized that maybe the robe issue was caused by a mod that I didn't even realize I had installed. I had both Capes and Cloaks, AND Extra Robe Pack installed. Capes & Cloaks seems bland, so I'm going to re-install Extra Robe Pack and see how that works.
In order to figure out the odd names issue, use RefScope to get the FormID of the doors, and then use TES4Edit to find out what is overriding those records.
TES4Edit - http://tesivpositive...p?page=tes4edit <-- If you need help, see the manual at the bottom of the page. This is quick, so I could help you with this particular issue. I would just need to know the FormID, probably. If you have the EditorID, you can search by that in TES4Edit.
#17
Posted 10 July 2010 - 05:51 AM
All the doors showed up under DLCFrostcrag.esp, Door. I went through and checked all the FormID's and they only showed up there, and a few of them showed up in the Unofficial Patch. But.. nowhere else. Yet, this is a new issue. Which doesn't make any sense at all. Because, obviously they are being changed.
Here is the RefScope log of all the doors and portals which were showing messed up names.
Some info I can tell you:
The main door is bugged, but only on the outside. It says Door to BrumaHouseTest. On the inside, it says Door to Frostcrag Spire. As you walk in, both portals say Portal to BrumaHouseTestMid. I didn't check the vault portal up to the main floor. But up in the living quarters, the portal back down is bugged but the portal up to the very top isn't. And the door to the outside isn't bugged, from the inside at least. I never check from the outside because I teleport away.
EDIT :
Here is my load order, currently. And I don't think I'll be changing it for anything for a long while. I've still got a ton of levels to get and quests to complete before I install all the quest mods I've marked out. Note, Frostcrag and the Unofficial Patch are 47 and 48.
#18
Posted 10 July 2010 - 02:15 PM
4C Natural_Vegetation_by_Max_Tael.esp <-- Replace with Enhanced Vegetation
Your load order looks fine. If you really cannot find the culprit, just use TES4Edit to create a patch. Find the record for each door, right-click (on the record in the left pane) and choose copy as override. Your target is a new plugin. In the new plugin, change the name of the doors. Save it on exit. After saving, launch Wrye Bash, and add the definition {{BASH:Deactivate,Names}} and remember to SAVE it, forcing it to be import-only with only name changes. Check it under the Import Names section, and you are good to go.
#19
Posted 10 July 2010 - 08:50 PM
You do not care which plugin they are defined in. You only care which plugins are overriding them.
That's just it. There is no mod over-riding them! The only changes are made by the Frostcrag Unofficial patch. Nonetheless, I will export and make the patch. I'll also copy the files from Frostcrag bacck over and over-write. Is that okay to do? Or will I lose all my progress?
#20
Posted 11 July 2010 - 02:24 AM
The patch you create will be dependent upon the Frostcrag plugin, and that is fine. That is what you want to do. This plugin will only change names. The game will not even see it because its contents will be imported into the Bashed Patch completely. You can change the Frostcrag DLC directly if you want, but then you will either have to keep the extra Frostcrag plugin around. Why not leave the name patch in as a general name patch for your load order, and whenever you need to make a name tweak you simply add it to that plugin? Either method will work, and none of these edits will do anything other than rename a few things. I do not know how you would lose all whatever progress you are referring to. You would have to invalidate your save file somehow in order to do that. If you have Bash's auto-ghosting on, the state of your Data folder will look exactly the same to Oblivion. Oh, the other reason why there is no benefit to copying the Frostcrag change is that unless the patch only contains changes for the DLC, you would still have to leave the patch plugin in your load order. If you really are only making changes to the DLC plugin and what to do that overriding thing, just edit the plugin directly. There is no point in making an intermediate plugin for that.
You do not care which plugin they are defined in. You only care which plugins are overriding them.
That's just it. There is no mod over-riding them! The only changes are made by the Frostcrag Unofficial patch. Nonetheless, I will export and make the patch. I'll also copy the files from Frostcrag bacck over and over-write. Is that okay to do? Or will I lose all my progress?



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