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Wrye Bash, Bashed Patch and Me


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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?
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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."
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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?

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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 reinstallation

Wrye Bash - http://sites.google.com/site/oblivionpoinfo/prep/wrye-bash <-- there are extra steps for setup with Win7 and Vista

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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 reinstallation

Wrye 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.

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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

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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. :)

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Bash's Mods Tab - http://sites.google.com/site/oblivionpoinfo/prep/wrye-bash/bashmodstab <-- plugin colors explained

Finishing 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. :)

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