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Posted

It seem's I've run into a bit of a snag, after creating a bashed patch with Wrye Bash oblivion won't even load up to the title screen. The loading screen with the paper background and the oblivion symbol in the center will come up, but the loading bar will reach to only 1/12th of it's load progress and go no further.



However the game loads and runs fine without the bashed patch activated, it also runs fine with a merged patch created by Tes4Edit.



If anyone can inform and instruct me of how and what relevant information I need to provide, in order to get help in resolving my issues, i'll try my best to do so.


Posted
  On 8/10/2020 at 10:27 AM, Oblivionaddicted said:

I myself play without the bashed patch and my game runs fine. Keep playing this way and if things go well just enjoy.

That's very good and all, but I still would like maximum compatibility between my mod's. I do have four overhauls installed and it's more than likely monster's, weapons and armor aren't all loading up due to the lack of one. And I would like for all of them to load up to fully experience said mods for all they have to offer.

Posted

Why do you use 4 overhauls together? According to what I've red using 1 is already enough to compromise the stability. At first check for conflicts using TES mod manager and optionally disable the 1 that has the biggest number of conflicts.

Posted (edited)

Not strictly true, I mean FCOM is a thing and that uses four or so overhauls. Erm, I believe MOO (Maskar's Oblivion Overhaul) acts somewhat as a framework as-well and has dedicated support for OOO (Oscuro's Oblivion Overhaul) and to a lesser extent MMM (Martigen's Monster Mod.) Immersive Weapons would be the black sheep in my list out of the four, but apparently bash patching these thing's should fix all of my compatibility issue's and allow for all the missing loot and monster's pre-bashing to appear properly in-game.

 

For conflict's, everything appear's to be mostly green throughout the board with Wrye Bash, the yellow's (indicating minor conflicts) seem to only be some of Better Cities extensions. Otherwise, thing's look pretty good.

 

EDIT Ahh, as for stability. That's a non-issue it seems, as previously with only a merged patch via Tes4edit I had no crashing issues to speak of, but after creating a bash patch did the game start to not load up properly. I suspect I might've done something wrong with my patch, which is what i'm alluding to in my OP, but as it stand's I am unsure how and if it were the case what I should do... And that's if that was problem in the first place.

Edited by ArcturusFyr
Posted
  On 8/10/2020 at 11:47 PM, ArcturusFyr said:

Not strictly true, I mean FCOM is a thing and that uses four or so overhauls. Erm, I believe MOO (Maskar's Oblivion Overhaul) acts somewhat as a framework as-well and has dedicated support for OOO (Oscuro's Oblivion Overhaul) and to a lesser extent MMM (Martigen's Monster Mod.) Immersive Weapons would be the black sheep in my list out of the four, but apparently bash patching these thing's should fix all of my compatibility issue's and allow for all the missing loot and monster's pre-bashing to appear properly in-game.

 

For conflict's, everything appear's to be mostly green throughout the board with Wrye Bash, the yellow's (indicating minor conflicts) seem to only be some of Better Cities extensions. Otherwise, thing's look pretty good.

 

EDIT Ahh, as for stability. That's a non-issue it seems, as previously with only a merged patch via Tes4edit I had no crashing issues to speak of, but after creating a bash patch did the game start to not load up properly. I suspect I might've done something wrong with my patch, which is what i'm alluding to in my OP, but as it stand's I am unsure how and if it were the case what I should do... And that's if that was problem in the first place.

 

Is the crash with both your TES4Edit patch and the bashed patch active at the same time? If so what is the load order of your TES4Edit patch vs the bashed patch, and also is your TES4Edit incorporated into the bashed patch or kept separate?

Posted
  On 8/11/2020 at 12:55 AM, Striker879 said:

 

  On 8/10/2020 at 11:47 PM, ArcturusFyr said:

Not strictly true, I mean FCOM is a thing and that uses four or so overhauls. Erm, I believe MOO (Maskar's Oblivion Overhaul) acts somewhat as a framework as-well and has dedicated support for OOO (Oscuro's Oblivion Overhaul) and to a lesser extent MMM (Martigen's Monster Mod.) Immersive Weapons would be the black sheep in my list out of the four, but apparently bash patching these thing's should fix all of my compatibility issue's and allow for all the missing loot and monster's pre-bashing to appear properly in-game.

 

For conflict's, everything appear's to be mostly green throughout the board with Wrye Bash, the yellow's (indicating minor conflicts) seem to only be some of Better Cities extensions. Otherwise, thing's look pretty good.

 

EDIT Ahh, as for stability. That's a non-issue it seems, as previously with only a merged patch via Tes4edit I had no crashing issues to speak of, but after creating a bash patch did the game start to not load up properly. I suspect I might've done something wrong with my patch, which is what i'm alluding to in my OP, but as it stand's I am unsure how and if it were the case what I should do... And that's if that was problem in the first place.

 

Is the crash with both your TES4Edit patch and the bashed patch active at the same time? If so what is the load order of your TES4Edit patch vs the bashed patch, and also is your TES4Edit incorporated into the bashed patch or kept separate?

 

No, just with the bashed patch. The merged patch from Tes4Edit is disabled when the bashed patch is active.

For my load order list, is there anyway for me to post that in a spoiler tag? I don't want to create a wall of text.

Posted
  On 8/11/2020 at 1:47 AM, ArcturusFyr said:

 

  On 8/11/2020 at 12:55 AM, Striker879 said:

 

  On 8/10/2020 at 11:47 PM, ArcturusFyr said:

Not strictly true, I mean FCOM is a thing and that uses four or so overhauls. Erm, I believe MOO (Maskar's Oblivion Overhaul) acts somewhat as a framework as-well and has dedicated support for OOO (Oscuro's Oblivion Overhaul) and to a lesser extent MMM (Martigen's Monster Mod.) Immersive Weapons would be the black sheep in my list out of the four, but apparently bash patching these thing's should fix all of my compatibility issue's and allow for all the missing loot and monster's pre-bashing to appear properly in-game.

 

For conflict's, everything appear's to be mostly green throughout the board with Wrye Bash, the yellow's (indicating minor conflicts) seem to only be some of Better Cities extensions. Otherwise, thing's look pretty good.

 

EDIT Ahh, as for stability. That's a non-issue it seems, as previously with only a merged patch via Tes4edit I had no crashing issues to speak of, but after creating a bash patch did the game start to not load up properly. I suspect I might've done something wrong with my patch, which is what i'm alluding to in my OP, but as it stand's I am unsure how and if it were the case what I should do... And that's if that was problem in the first place.

 

Is the crash with both your TES4Edit patch and the bashed patch active at the same time? If so what is the load order of your TES4Edit patch vs the bashed patch, and also is your TES4Edit incorporated into the bashed patch or kept separate?

 

No, just with the bashed patch. The merged patch from Tes4Edit is disabled when the bashed patch is active.

For my load order list, is there anyway for me to post that in a spoiler tag? I don't want to create a wall of text.

 

 

From Wrye Bash's Mods tab column header right click and select List Mods. Copy and paste everything from that report window including the spoiler tags into your post here.

 

While you're in there take note of whether or not you have a tick mark beside Lock Load Order and let us know what you are using to sort your load order.

Posted

 

  Reveal hidden contents

 

 

As for what's loading up my mod's, i'm using Mod Organizer 2, and LOOT is what's being used to sort my load order. Wrye Bash is also being run through MO2. I could not find such as option for "Lock Load Order," but i'm assuming the option itself isn't selected.

Posted (edited)
  On 8/11/2020 at 3:57 AM, ArcturusFyr said:

 

  Reveal hidden contents

 

 

As for what's loading up my mod's, i'm using Mod Organizer 2, and LOOT is what's being used to sort my load order. Wrye Bash is also being run through MO2. I could not find such as option for "Lock Load Order," but i'm assuming the option itself isn't selected.

 

 

Lock Load Order is found in that same right click menu you just used to post the load order, just further down the list.

 

Don't know much about MO2, but I'm guessing that it's "virtual install" isn't being properly seen by Wrye Bash (but that is just a guess).

 

- Edit - Maybe have a peek at the bashed patch using TES4Edit and see what (if anything) it contains.

Edited by Striker879
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