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Tanker1985

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About Tanker1985

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    Hearthfriend
  • Birthday 12/11/1966

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    Dallas, Texas

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  1. I got an error with Sharlikran's. Actually I had also tried an earlier one of his that I saw on the Discord last week, but it wouldn't launch. I'm done here. It's obvious that this program has hit a wall on my machine, for whatever reasons, so I'll just keep the version that I have that works until I can upgrade to Windows 10. Thanks for the continued work. I probably wouldn't mod Skyrim at all if my choices were only Vortex or MO.
  2. I'm just seeing this on the 23rd and tried 201911230448. Same result. Wouldn't launch with loot.dll, instant crash with the same error message without it. The one that I keep reverting to is 201910221723. I also consider that the solution will be Win10, which will mean a new machine. Which I need anyway, but I'm about a year from being able to do that, I think.
  3. Removing loot.dll gave me: Error! Unable to start Wrye Bash. Please ensure Wrye Bash is correctly installed. Traceback (most recent call last): File "bash\bash.pyo", line 285, in _main File "zipextimporter.pyo", line 82, in load_module File "bash\bosh\__init__.pyo", line 46, in <module> File "zipextimporter.pyo", line 82, in load_module File "bash\bosh\mods_metadata.pyo", line 28, in <module> File "zipextimporter.pyo", line 98, in load_module ImportError: MemoryLoadLibrary failed loading loot_api.pyd
  4. Neither of the last two nightlies will launch. What is causing that? It's happening all the time lately. With some of the recent ones when there were two files and you said, "Try this one first and if it doesn't launch try this other one," it was always the second one that worked for me. Is it a Windows thing? I'm still on Win7.
  5. Thanks. It didn't work either with 0927055. It ran but didn't actually install. Instead of going back to my previous Bash, I checked for a new nightly and installed 09300231, then got this error: BUT, the fomod installer worked again. One thing I noticed about the wizard is that there should be a "none" option for the brows.
  6. With 307.201909270055 and SSE, the fomod installer seems to be choking on CBBE again, except this time without an error message. The pop-up window says "extracting fomod files," then it just closes and nothing happens. It works fine for a couple of small fomods. I don't actually have very many to test it with, but CBBE is the one that updates fairly frequently. If I go back to 307.201905311918 it works. I've also had a strange thing with the installer. It literally extracts 1 file per second, taking about 30 minutes. I had that with the last two nightlies I've tried. Again, my older version is normal. I don't really need the installer, since I only use WB for SSE and Oblivion. It's just strange.
  7. For what it's worth, I just did a manual cleaning following the guide on the first page, without using the "apply filter" method above, having previously auto-cleaned with the latest xEdit. The 3 wild edits were still colored, making them easy to find. The autocleaning must mark them without removing them, I guess.
  8. For what it's worth, I was unable to get that mod to work using any method whatsoever, including OBMM.
  9. Worked perfectly for me too, Skyrim SE and Oblivion.
  10. It failed to load: File "bash\bash.pyo", line 185, in main File "bash\bash.pyo", line 360, in _main File "bash\basher\__init__.pyo", line 4005, in Init File "bash\basher\__init__.pyo", line 4083, in InitVersion File "bash\bosh\__init__.pyo", line 2086, in rescanMergeable File "bash\bosh\__init__.pyo", line 2111, in _rescanMergeable File "bash\bosh\_mergeability.pyo", line 169, in hasHighForms TypeError: unsupported operand type(s) for +=: 'NoneType' and 'unicode' I shouldn't be messing with developer versions anyway, since as you can see from my late reply, I don't really have time to provide good feedback. But I wanted to try the FOMOD installer. Anyway, the previous version was working for me otherwise for SSE, and I can work around FOMODs. But I had to revert to an earlier one for Oblivion due to another issue. I'll go back to versions that work for me and watch further developments. It's still the only proper manager for SSE.
  11. Yes, it was the initial extraction after I selected "install". It took a long time, almost 2 minutes and then gave the error.
  12. I don't know if this helps, but... I installed that version and tried a couple SSE FOMODs. Gemling Queen Jewelry and Practical Female Armor worked pretty well, but it choked on CBBE: It threw the error after over a minute of trying to load the mod. Is it just too big?
  13. Well, I decided to test the beta with my old SLE setup. Vortex successfully imported all my mods from their MO installation. And created a similar installation under [user] - AppData - Roaming - Vortex - skyrim - mods. So it installs the mods in separate folders at first, just like MO. Then it copies them into the actual Skyrim Data folder as hardlinks (they have little locks on them, and there are files that say "folder managed by Vortex"). I forget if this process was previously explained by Tannin. The files in Data are presumably moved in and out as you enable or disable them in Vortex. I admit to being a little impressed that it worked as well as it did, especially getting all my SKSE plugins. Only glitch was a strange double duplication of LeanWolf's Better-Shaped Weapons; I simply deleted the two extra copies. I used the Sort button, which uses the integrated LOOT. Nice, but from statements from Tannin and DarkOne, they put way too much faith in LOOT as a "magic button" for users. But the resulting LO looked pretty good, and the game started (externally via my SKSE shortcut, but the Dashboard includes an SKSE launcher too, which also works). Now the fun part -- conflict resolutions. I did everything without reading any documentation, to see how intuitive it was. Being an old MO user might have helped a bit. Anyway, the basic method of setting rules is pretty fast and easy. It prompted me to Deploy again each time, to apply the new rules. The only trouble was that I occasionally caused a rule loop, "A before B before A" kind of thing. This was because I couldn't see my whole mod list and drag things up and down and watch the changes, as I can with MO and WB. Speaking of which, at most you can see about 8 mods at a time, so you do a lot of scrolling. You can also look at the individual file conflicts and choose the overrides, although it suggests that you not do this too much and use the rules instead. So I assume this means that, like MO, Vortex sees everything as loose files. But at least it actually does load by plugin order. I think. Anyway, I eventually got all conflicts resolved, but it was a bit of a headache. The "Check for updates" function is hosed at the moment. It identified 3/4 of my mods as updatable when they were already on their most recent version. The only way to clear it is to reinstall the mod. This does not get rid of the original mod, you then have to manually delete it. Nexus integration otherwise works fine for downloading and installing. The saves have the same function to restore missing plugins that MO has, except Vortex DOESN'T SHOW YOU WHAT THEY ARE. In fact, it doesn't even show you which saves need this. They all look alike and all have the function when you right click. It just does it. Fits the Nexus philosophy of "click button, play game," I suppose. But hits my "doggone it, Tannin!" trigger. Bottom line is it's better than NMM. But, as Imstearn said above, the combo of Wrye Bash and LOOT (plus MO2 for fomods -- whatever its flaws, it's a great simple-BAIN-maker) is hard to beat for serious modders. But I don't think they're the intended users. If I had a new game and was just starting to mod, it would be ok. Until I learned more. Aside: man, I'd forgotten what a micro-stuttering mess SLE is. I have a lot of mods for it that never got ported, and I don't really miss them. The stability and improved overall look makes up for it.
  14. My take from all this is that the files are working as they are supposed to. WB isn't going to display the save's masters in the way that I want (no more purple), but this is not actually a problem for the game. It's only a problem if I accidentally mess up my load order, because I won't be able to use the color coding of the save files to spot issues. Well, I should be more careful anyway. It is surprisingly easy to convert .esl files back to regular plugins (CK help files tell how), and I did that with the two that I have. But that defeats the purpose of .esl's, of course. I'm certainly not going to give up Bash for SSE at this point, just because I can't have purple save files. It still shows all the masters as they were loaded by the game, which is what no other manager does (except the old Morrowind launcher). I want to thank everyone for the continued work on Bash (and Mash -- I use Sharlikran's version). As far as I'm concerned, it is the only usable mod manager for SSE. I can't do all the "weird" things you guys do to test it for bugs. I just use it to install and manage mods, and it's just about flawless at that level.

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