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Malonn

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About Malonn

  • Birthday 01/29/1979

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    : The US of A
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  1. Sounds good @Infernio. I'm going to continue with a couple useless statements. I ran the nightly py3 build dated the 6th of July I believe, and it gave me an error with the bashed patch as well as syncing from the data directory. I don't have the errors (hence a useless report), but just wanted to bring it to your attention. Bugs to squash. I won't be running the nightly because I want stability. Another useless report: something in building the bashed patch with All Natural's SI plugin causes the game to freeze during load. The plugin by itself is fine, it's just after building the patch. That is with 309.1 found on Nexus. This post has been mostly a waste of digital paper, but just so you know there are some issues with the nightlys. Which I'm sure you know.
  2. BAIN does not install the following file from a 7z package: "OblivionReloaded.dll.config" The directory is located in the OBSE\Plugins folder.
  3. LOOT Masterlist Entries - name: 'drifting seeds.esp' dirty: - <<: *quickClean crc: 0xCC409077 util: '[TES4Edit v4.0.3](https://www.nexusmods.com/oblivion/mods/11536)' itm: 4 udr: 3 clean: - crc: 0xDF7302C7 util: 'TES4Edit v4.0.3'
  4. LOOT Masterlist Entries - name: 'Real Lights.esp' dirty: - <<: *quickClean crc: 0x5219390A util: '[TES4Edit v4.0.3](https://www.nexusmods.com/oblivion/mods/11536)' itm: 1 clean: - crc: 0xA95CBF22 util: 'TES4Edit v4.0.3'
  5. LOOT Masterlist Entries - name: 'Unofficial Shivering Isles Patch.esp' dirty: - <<: *quickClean crc: 0x5D308FDC util: '[TES4Edit v4.0.3](https://www.nexusmods.com/oblivion/mods/11536)' itm: 28 clean: - crc: 0xA4B15AC4 util: 'TES4Edit v4.0.3' The USIP? Another boo boo?
  6. LOOT Masterlist Entries - name: 'Unofficial Oblivion Patch.esp' dirty: - <<: *quickClean crc: 0x6EBDF804 util: '[TES4Edit v4.0.3](https://www.nexusmods.com/oblivion/mods/11536)' itm: 104 clean: - crc: 0x2A3B2D4F util: 'TES4Edit v4.0.3' The UOP? Did TES4Edit make a boo boo? Figured I'd post here just in case.
  7. I sure did. I never realized that setting existed. I'm sure I've seen it, but it never "clicked". Thanks for the fix, Infernio.
  8. Sure. https://www.mediafire.com/file/52wmuve1hn2f6cj/Knights_of_the_Nine_DLC.7z/file Thanks for looking into this.
  9. No it was something like "Custom%s%<x>" I forget the second format specifier. By the way, while we're talking, I'm trying to build a BAIN package with Knights of the Nine. It will not allow me. With the vanilla names, it skips the files. Why? Security thing? I want to keep DLCs optional to install, so decided to pack them up. I of course want to keep the file names for LOOT. Is there something I can do?
  10. Traceback (most recent call last): File "bash\gui\events.pyo", line 177, in _post File "bash\balt.pyo", line 825, in _conversation_wrapper File "bash\basher\patcher_dialog.pyo", line 177, in PatchExecute File "bash\patcher\patch_files.pyo", line 287, in buildPatch File "bash\patcher\patchers\base.pyo", line 178, in buildPatch File "bash\patcher\patchers\multitweak_names.pyo", line 468, in wants_record File "bash\patcher\patchers\multitweak_names.pyo", line 177, in wants_record File "bash\patcher\patchers\multitweak_names.pyo", line 481, in _exec_rename TypeError: not enough arguments for format string When building the Patch for Oblivion with The UOP and a custom mod of mine that has 1 script. Bash 309.202104172020. The Patch builds successfully if I disable Tweak Names -> Sort: Spells -> Custom. I don't know why it was on Custom? Must have been a thing from the upgrade to the latest WiP. I was running the WiP from February 6, 2021.
  11. Cool, thanks. I've never written an OBSE plugin, so don't know anything about them being tied to a plugin. I'm assuming you can, so didn't know if the UOP ones required the patch.
  12. Can the OBSE plugins that ship with the UOP be used without the patch? I mean is there some code in the plugins that check for the patch? I know I could easily launch Oblivion and find out, but I prefer to ask to make sure that all bases are covered.
  13. Ah. Good, I didn't think I'd seen too much around. I think I'll follow that link from deaths_soul and get rid of Flash for good...
  14. How much content actually uses Flash nowadays? Legit question.
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