Marius42 Posted July 8, 2010 Author Share Posted July 8, 2010 I reset timestamps and nothing changed with the robes. Still invisible, with purple around the boots. 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. Link to comment Share on other sites More sharing options...
Tomlong54210 Posted July 8, 2010 Share Posted July 8, 2010 BSA Redirection takes care of everything as far as archive invalidation goes. Just leave it. The Frostcrag Spire issue points to mods not being sorted appropriately. Has your load order changed? Are you sure all of the mods you have installed are compatible with one another? That looks like bad texture paths, something to do with body replacers... You've already reinstalled the Robert meshes, right? 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. Link to comment Share on other sites More sharing options...
Marius42 Posted July 9, 2010 Author Share Posted July 9, 2010 I use BOSS for my load order, and the list of the "unsorted mods" is always the same. I even checked out the BOSS site after this started affecting me and updated the masterlist, but I had the most recent version (June 28th). These are the mods that are unrecognized: "Unknown mod file: Get Wet v0.92 - no droplets.espUnknown mod file: Drinks Effects.espUnknown mod file: Oblivi-Loot.espUnknown mod file: Aquafina.espUnknown mod file: Crowded Roads Revisited_GoldRoad_10.espUnknown mod file: Crowded Roads Revisited_ChorrolCheydinhal_10.espUnknown mod file: Crowded Roads Revisited_GreenRoad_10.espUnknown 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? Link to comment Share on other sites More sharing options...
Tomlong54210 Posted July 9, 2010 Share Posted July 9, 2010 The BSAs have nothing to do with this. Names are held in plugin records. GetWet goes near the end of your load order, in the shaders section. The Drink Effects mod sounds like a scripting-ish mod, so it goes near the end as well. The Oblivi-Loot thing can be placed in front of Midas Spells. I do not know what Aquafina is, but that sounds fine. It sounds like something else is overwriting that DLC. You could figure that out with TES4Edit. I do not see a mod for which that would make sense. You really need to rebuild your Bashed Patch. That might solve all of your issues, in fact. An empty Bashed Patch is worthless. Finishing the Installation - http://tesivpositive.animolious.com/index.php?page=finishing_the_installation <-- Read this, especially the last section.The Bashed Patch - http://tesivpositive.animolious.com/index.php?page=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.animolious.com/index.php?page=bash_plugin_colors_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. Link to comment Share on other sites More sharing options...
Marius42 Posted July 9, 2010 Author Share Posted July 9, 2010 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. Link to comment Share on other sites More sharing options...
Tomlong54210 Posted July 9, 2010 Share Posted July 9, 2010 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.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. 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.animolious.com/index.php?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. Link to comment Share on other sites More sharing options...
Marius42 Posted July 10, 2010 Author Share Posted July 10, 2010 Okay, I'm really confused now. I went through with RefScope, logged all the doors that were showing up with bugged names. I also turned on AutoGhosting, so I know that all the mods I loaded for Tes4Edit were the ones that I load, and not any extra or any less. 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. ----[ 2010-07-09 21:43:35] Reference 47008AF4 (Persistent) Defined in DLCFrostcrag.esp Door 47003EF2 Name: Metal Door Defined in DLCFrostcrag.esp ----[ 2010-07-09 21:43:50] Reference 4700F0B4 (Persistent) Defined in DLCFrostcrag.esp Door 4700AE35 Name: Portal Defined in DLCFrostcrag.esp ----[ 2010-07-09 21:44:01] Reference 4700581C (Persistent) Defined in DLCFrostcrag.esp Door 4700AE35 Name: Portal Defined in DLCFrostcrag.esp ----[ 2010-07-09 21:44:12] Reference 4700EFC8 (Persistent) Defined in DLCFrostcrag.esp Door 4700AE35 Name: Portal Defined in DLCFrostcrag.esp ----[ 2010-07-09 21:44:21] Reference 4700EFC7 (Persistent) Defined in DLCFrostcrag.esp Door 4700AE35 Name: Portal Defined in DLCFrostcrag.esp ----[ 2010-07-09 21:44:38] Reference 47003EF3 (Persistent) Defined in DLCFrostcrag.esp Door 47003EF2 Name: Metal Door Defined in DLCFrostcrag.esp Unlocked by: Key 47000D50 Name: Frostcrag Spire Key Defined in DLCFrostcrag.esp 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. Active Mod Files: 00 Oblivion.esm 01 Jog_X_Mod.esm 02 All Natural Base.esm [Version 0.9.9.5] 03 Mart's Monster Mod.esm [Version 3.7b3p3] 04 Kvatch Rebuilt.esm 05 Better Cities Resources.esm 06 Unofficial Oblivion Patch.esp [Version 3.2.7] 07 UOP Vampire Aging & Face Fix.esp [Version 1.0.0] 08 DLCShiveringIsles.esp 09 Unofficial Shivering Isles Patch.esp [Version 1.4.0] 0A Better Cities .esp 0B Natural_Habitat_by_Max_Tael.esp 0C All Natural - Real Lights.esp [Version 0.9.9.5] 0D All Natural.esp [Version 0.9.9.5] 0E All Natural - SI.esp [Version 0.9.9.5] 0F Natural_Water_by_Max_Tael.esp ++ Symphony of Violence.esp 10 PCSoundIndarion.esp [Version 2.6] 11 WindowLightingSystem.esp 12 Book Jackets Oblivion.esp 13 Display Stats.esp [Version 1.2] 14 Enhanced Key Functionality [shivering Isles].esp 15 Happyhannah's Wines.esp [Version 1.1] 16 ImprovedSigns.esp 17 P1DseeYouSleep.esp 18 Quest Log Manager.esp [Version 1.2] 19 RAEVWD Cities.esp [Version 1.7] 1A RAEVWD New Sheoth.esp [Version 1.5] 1B RAEVWD Imperial City.esp [Version 1.7] 1C Enhanced Economy.esp [Version 4.2.1] 1D Crowded Roads Revisited.esp [Version 1.1] 1E Crowded Roads Revisited_ChorrolCheydinhal_10.esp 1F Crowded Roads Revisited_GoldRoad_10.esp 20 Crowded Roads Revisited_YellowRoad_10.esp 21 Crowded Roads Revisited_GreenRoad_10.esp 22 Map Marker Overhaul.esp [Version 3.5.2] 23 Map Marker Overhaul - SI additions.esp [Version 3.5] 24 DLCHorseArmor.esp 25 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5] 26 DLCOrrery.esp 27 DLCOrrery - Unofficial Patch.esp [Version 1.0.3] 28 DLCVileLair.esp 29 DLCVileLair - Unofficial Patch.esp [Version 1.0.5] 2A P1DseeYouSleep - DLCVileLair.esp 2B DLCMehrunesRazor.esp 2C DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4] ++ MaleBodyReplacerV4.esp 2D CapesandCloaks.esp ++ Darkgreen Glass Armour.esp 2E SilverwareWeapons.esp 2F Thieves Arsenal.esp ++ Thieves_Arsenal_Patch_033010.esp 30 DLCThievesDen.esp 31 DLCThievesDen - Unofficial Patch.esp [Version 1.0.5] 32 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4] 33 Mart's Monster Mod.esp [Version 3.7b3p3] 34 Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Diverse Imperial Armor.esp [Version 3.7b3p] 35 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3] 36 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3] 37 Mart's Monster Mod - Zombies for Body Meshes.esp [Version 3.7b3p3] 38 Mart's Monster Mod - Durability & Damage.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Less Bone Loot.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Less Rats.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Less Reavers.esp [Version 3.7b3p3] 39 Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3] 3A Mart's Monster Mod - More Wilderness Life No Gates.esp [Version 3.7b3p3] ++ Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3] 3B Mart's Monster Mod - City Defences.esp [Version 3.7b3p3] 3C Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3] 3D Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3] 3E 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] ++ Mart's Monster Mod - Friendlier Factions MMM+Fran.esp [Version 3.7b3p3] 3F Lock Bash Omega.esp [Version 1.5] 40 Kvatch Rebuilt.esp 41 Kvatch Rebuilt Weather Patch.esp 42 thievery.esp 43 thievery - EE patch.esp [Version 4.2] 44 za_bankmod.esp 45 DLCBattlehornCastle.esp 46 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4] 47 DLCFrostcrag.esp 48 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4] 49 Knights.esp 4A Knights - Unofficial Patch.esp [Version 1.0.9] 4B Mart's Monster Mod - Knights.esp [Version 3.7b3p3] 4C Natural_Vegetation_by_Max_Tael.esp 4D Cliff_BetterLetters.esp [Version 1.1] 4E Finite Ammo.esp 4F ImmersiveWait.esp 50 Madhs working training dolls.esp 51 VisiblyUnlimited.esp 52 Quest Award Leveller.esp [Version 2.0.1] 53 Quest Award Leveller - Vile Lair.esp [Version 2.1.0] 54 Quest Award Leveller - Mehrunes Razor.esp [Version 2.1.0] 55 Quest Award Leveller - Knights of the Nine.esp [Version 2.1.0] 56 ReducedBackwardsRunningSpeed.esp 57 RefScope.esp [Version 2.0.2] 58 MidasSpells.esp 59 Disease Immunity (Oblivion + Shivering Isles).esp 5A No psychic guards v1.2.esp 5B RealisticLeveling.esp 5C FastTravelAllowed.esp ++ Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3] 5D Better Cities SKINGRAD.esp 5E Better Cities BRAVIL.esp 5F Better Cities CHORROL.esp 60 Better Cities LEYAWIIN.esp 61 Better Cities - Thievery.esp 62 Better Cities - VWD of the IC.esp 63 Better Cities IC Arena.esp 64 Better Cities Skingrad FPS Patch.esp 65 Better Cities Leyawiin FPS Patch.esp 66 Better Cities Chorrol FPS Patch.esp 67 Better Cities Bravil FPS Patch.esp 68 Better Cities - No LEYAWIIN Flooding.esp 69 MM_NoMoreAnnoyingMessages-Lite.esp 6A Get Wet v0.92.esp ++ Visually Enchanted 2.1.esp ++ Visually Realistic Lava.esp 6B Enhanced Economy - Soulgems.esp [Version 4.2.1] 6C CTEFastSaver.esp 6D Drinks Effects.esp 6E Oblivi-Loot.esp 6F Bashed Patch, 0.esp Link to comment Share on other sites More sharing options...
Tomlong54210 Posted July 10, 2010 Share Posted July 10, 2010 Yes, now use RefScope to look up those FormIDs in TES4Edit. You do not care which plugin they are defined in. You only care which plugins are overriding them. When you launch TES4Edit, just load up your entire load order, including the Bashed Patch. Changes by mods that are import-only or merged will only show up there. 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. Link to comment Share on other sites More sharing options...
Marius42 Posted July 10, 2010 Author Share Posted July 10, 2010 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? Link to comment Share on other sites More sharing options...
Tomlong54210 Posted July 11, 2010 Share Posted July 11, 2010 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?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. Link to comment Share on other sites More sharing options...
Recommended Posts