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ArmoryLab Lighting Issue


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#21
Striker879

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Not sure about your comfort level with bashed patch making ... I'm a non-Wrye guy myself so all I know comes from others (you could say that about most all I know). A while back MarkInMKUK posted this guide to bashed tags (quoted here as ripped from his post):
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#22
windclan

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I'd prefer to avoid it if possible, looks incredibly complicated and not something I could make sense of...Also, with the newly updated Bashed Patch: All previous errors are still present with the addition of guard shields becoming error markers

#23
Striker879

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Rebuilding your bashed patch (with or without the guide to bashed tags I posted) is a requirement of using Wrye Bash ... needs to be done any time you install/uninstall mods for example, otherwise your bashed patch can be what breaks your game. Certain pathways (like Wrye Bash) lead to powerful solutions to various problems, but like all powerful tools, needs to be understood to be truly useful.

If rebuilding your bashed patch using just it's defaults didn't help I'm left thinking it's a still outstanding load order issue or install order issue. The other tried and true method in these cases is deactivating mods and testing. Some subscribe to the deactivate one at a time method, others to the deactivate a block of mods at a time method. Either will (in most cases) eventually locate the problem. The reason I say in most cases is that just deactivating a mod doesn't stop the game from loading it's resources ... it just doesn't apply any changes specified in the deactivated mod's esp. Mesh and texture resources (which would still be found in your Data folder even with the mod deactivated) can still wreak havoc (the most often touted advantage of BAIN installation of mods ... another Wrye Bash thing).

#24
windclan

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So far we're back up to FCOM and everything looks just fine.

#25
windclan

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Looks like I've succeeded. Eliminated a few mods from the list I realized I didn't need (like HGEC) and got all the others reinstalled. Took my jaunt through the Market District and the guards are whole and everything is textured properly. Also ran a test and if I create an esp in the CS it actually shows in the list now!

Striker, thank you. I think I can finally complete my goal of finishing Oblivion (Yes, strange as it may be I have NEVER finished the game) Hopefully by the time I manage it there will be some sort of ArmoryLab style mod for Skyrim.

One more thing though, does Skyrim still suffer from the UAC problems or did they fix that? Figure I'll ask now so I can reinstall if I need to before the big mods start showing up.

#26
Striker879

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Can't say for sure on the Skyrim UAC issue ... I don't have the machine to run Skyrim, wouldn't buy it as it's a Steam required title and haven't been impressed by many aspects of the game I see reported (although that is the lesser of any of the reasons).

I bought Sims 3 for my granddaughter for Christmas. It's a recent enough game it should have been designed to coexist with UAC. She's old enough to install her own stuff, but I still walked her through creating a new directory C:\Games on her laptop (Windows 7 64 bit) and made sure she was good to go for changing the install directory to it. Sims 3 can be modded, and if there's one thing I've learned here it's modding and UAC don't make good bedfellows. Once you've created the C:\Games folder it's a trivial matter to change the install directory for any game. My own desktops have always had separate hard drives dedicated to games (that was actually my first hardware upgrade, way back in the original Pentium CPU days ... got me started building my own machines).

#27
windclan

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The final test confirmed it. The game works properly once more (and the guards seem to be more varied too, seen Imperial Guardians and Warders running around and I didn't before.) My modifications still refuse to work but they don't break anything anymore so I think I'm going to stop poking at it.




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