JoshuaCaleb Posted May 21, 2010 Share Posted May 21, 2010 Okay, I have a bunch of mods (OOO, MMM, Frans, bobs armor, exnem, Robert male, etc) and Wrye Bash says I need to merge a lot of them into the bashed patch, (which is good, so I can free up some mod slots) but whenever I tell it to rebuild the patch with all the green-texted mods, it gets halfway through and then pops up some python error window and stops. Help? Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 21, 2010 Share Posted May 21, 2010 What is the error message? What version of Wrye Bash are you using? I also hope you are using FCOM with this. I do not know what this means: "I tell it to rebuild the patch with all the green-texted mods." Link to comment Share on other sites More sharing options...
JoshuaCaleb Posted May 22, 2010 Author Share Posted May 22, 2010 What is the error message? What version of Wrye Bash are you using? I also hope you are using FCOM with this. I do not know what this means: "I tell it to rebuild the patch with all the green-texted mods." It should be the latest version of Bash, I'm not using fcom, tried it but didn't have much luck (and got a little confused since some mods got updated while others didn't). I also read online that mods listed in green are able to be merged into the bashed patch. as for the error message this is is: Traceback (most recent call last): File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4017, in Execute raise File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3979, in Execute patchFile.buildPatch(log,SubProgress(progress,0.8,0.9)) File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 12779, in buildPatch patcher.buildPatch(log,SubProgress(subProgress,index)) File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 17302, in buildPatch model.modPath = "Mayu's Projects[M]\Animation Overhaul\Vanilla\SkeletonBeast.nif"AttributeError: 'NoneType' object has no attribute 'modPath' I also may have marked some other mods "marked mergeable", will that affect it; if so can I reverse it? Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 22, 2010 Share Posted May 22, 2010 Install Oblivion outside of the default folder, save your self more than a few headaches. Install to C:\Games\Oblivion or something... You cannot make mergeable mods unmergeable without editing the plugin or adding a NoMerge tag. You should not be messing with your mods in that. Reinstall Oblivion, and then try again. You'll have to reinstall your utilities too. Installing Oblivion - http://sites.google.com/site/oblivionpoinfo/install <-- make sure you do a clean reinstallationWrye Bash - http://sites.google.com/site/oblivionpoinfo/prep/wrye-bash <-- there are extra steps for setup with Win7 and Vista Link to comment Share on other sites More sharing options...
JoshuaCaleb Posted May 22, 2010 Author Share Posted May 22, 2010 Install Oblivion outside of the default folder, save your self more than a few headaches. Install to C:\Games\Oblivion or something... You cannot make mergeable mods unmergeable without editing the plugin or adding a NoMerge tag. You should not be messing with your mods in that. Reinstall Oblivion, and then try again. You'll have to reinstall your utilities too. Installing Oblivion - http://sites.google.com/site/oblivionpoinfo/install <-- make sure you do a clean reinstallationWrye Bash - http://sites.google.com/site/oblivionpoinfo/prep/wrye-bash <-- there are extra steps for setup with Win7 and Vista Shoot. There goes another whole afternoon. :\ So, if I understand this correctly, merging a compatible mod into the bashed patch works the same as if I had just activated the mod? I have more mods than oblivion can handle so if I could merge as many as possible while still getting the benefits of the mod, that would be great. Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 22, 2010 Share Posted May 22, 2010 No. That is not how Bash merging works. I do not know what you mean by "compatible" either. Only certain mods are Bash mergeable, and those are highlighted with green-text, so there is no need to guess. Bash merged plugins are "pseudo-active"... If you keep asking the "I want to understand" questions, I am going to keep linking pages, haha... Load Ordering - http://sites.google.com/site/oblivionpoinfo/finishinstall/loadorder <-- explains the plugin states, there are two different types of merging since Bash has come along Link to comment Share on other sites More sharing options...
JoshuaCaleb Posted May 22, 2010 Author Share Posted May 22, 2010 No. That is not how Bash merging works. I do not know what you mean by "compatible" either. Only certain mods are Bash mergeable, and those are highlighted with green-text, so there is no need to guess. Bash merged plugins are "pseudo-active"... If you keep asking the "I want to understand" questions, I am going to keep linking pages, haha... Load Ordering - http://sites.google.com/site/oblivionpoinfo/finishinstall/loadorder <-- explains the plugin states, there are two different types of merging since Bash has come along Ookaay. Things are beginning to clear :) So how do I decide which mods to merge and which to leave "active"? Or is it just green=merge? When I ran the bashed patch last, my roberts male body mod was merged into the patch (assuming it wasn't stopped by the error) but when I started the game, my character was invisible, as in not there, with no body. thanks, I really appreciate your help, I like the TES games and their mods, but am horrible at this advanced programming-esque stuff. I'm more of a creative geek. :) Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 22, 2010 Share Posted May 22, 2010 Bash's Mods Tab - http://sites.google.com/site/oblivionpoinfo/prep/wrye-bash/bashmodstab <-- plugin colors explainedFinishing the Installation - http://sites.google.com/site/oblivionpoinfo/finishinstall <-- how to finish taking care of your LO Link to comment Share on other sites More sharing options...
JoshuaCaleb Posted May 22, 2010 Author Share Posted May 22, 2010 Bash's Mods Tab - http://sites.google.com/site/oblivionpoinfo/prep/wrye-bash/bashmodstab <-- plugin colors explainedFinishing the Installation - http://sites.google.com/site/oblivionpoinfo/finishinstall <-- how to finish taking care of your LO thanks for your help, but my computer seems to be hinting that it can't handle this game. :\ Since I installed Oblivion and started extensively using mods, it's been locking up, crashing, overheating, etc. even when I'm not playing, (just moving mods and resources). So I may have to wait until I can afford a real gaming laptop. oh well, at least I have Morrowind. :) Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 22, 2010 Share Posted May 22, 2010 You certainly have to mind your specs. Just do not go overboard with mod additions. Link to comment Share on other sites More sharing options...
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