Psymon Posted March 29, 2023 Share Posted March 29, 2023 Sibir pinpointed the plugin. Within the UL compilation there is an option to either have all the UL merged into one plugin or all of them merged except for chorrol hinterland ... which is then installed on it's own with the better cities version, which is then made compatibility with better cities. So then next installing patches from the UL compatibility patches there is a general patch for this ... which now that I type this that seems odd. The plugin is named ULM BetterCities-UniqueLandscapes merged patch.esp it has this in the description: Compatibility patch for Better Cities Full v6 and Unique Landscapes v2 version: 2. If is found in the linked package in folder 01 Merged. I'm assuming it is a patch for all the other Better cities sans the Chorrol Hinterland, which has it's own thing. Vorians addressed my half-ass report here. I only have so much time to tackle issues and so trying to choose the things I know I can help with. I Most certainly appreciate your attention to that one though. Very appreciative. Anything more I can do let me know. 9 hours ago, Utumno said: @Psymon Could you please single out which patcher(s) are causing the error? Will try and reproduce asap. Btw your nick reminds me of something - were you by any chance involved in WB/Bashmon development? As for my historyUmm ... not directly ... I did however used to chat with Wrye and several others involved with Wrye Bash sometimes often way back in 2008-2011. Mostly I was testing things and giving feedback mostly related to overhaul mixing and matching, but when BAIN was finally implemented, I was chatting with Wrye seems like a lot and giving him feedback on how to best implement that...I know some of my suggestions and dialogue had a fair bit to do with how that turned out. But here is my footnote to that history. All on forums long dead. Never wanted credit or anything ... and whoever ported those posts did contact me to ask if it was OK, but the only forum that still let me log in was Alliance. I know that in the past I even hosted a few mods for authors but cannot find them or even really remember what they were. Small stuff though and with permission. Anyway I stepped away from all games and mod use and everything with this ... for about a decade. Just life took me in other directions that I followed. I initial returned because of first getting excited for Starfield and Skyblivion, then remembering having fun with all this. Then before I knew it I'm right back here in the forums reporting bugs, ...How little things really change ,,,, and partly this is because ... I rarely follow what is on the tin and prefer to forge my own load order rather than just accept packages. That said ... I'm fully self trained on all this stuff. My name was originally a mash up of Psychology and Simon, Which isn't my name even though I did for many years work in psychology. There is a DC character named that, but he aint cool or anything. The mon part has nothing to do with like python slang or anything. Oh there was an older Morrowind Modder named Psymonizer. I did once take some courses in computer science ... way back in the mid 90s, but only stuck with things as a fan and user of small little programs such as this. Never made money by it, unless you count a modder sending me a second hand computer as thanks. I'm full of ideas lately for mods ... and knowing the limitations of Oblivion, I may try my hand, but that won't be a fast process. Just now the mod scene seems much more calm. I can recall a time when there was mind blowing mods being released regularly.,and can see that on the horizon again.... I mean really cool things with Skyblivion with multiplayer and VR. Not the usual turning of a single player game into a PvP type thing, but like solving puzzles for two. due to my actual work history ... can think of many interpersonal games that if modded into a game like skyrim or skyblivion that could be amazing, and unique in the world of modding. The idea above about Wrye Morph mostly from going through the 900GB drive of old mods that I did manage to squirrel away and onto a newer hard drive. Saw that and recall doing it once, not much else. Which, who knows maybe scripts could do that today. Seems that is where most of the development is. Still doing due diligence of testing it out, getting a grip on what it is like. I mean I don't think a lot of the game breaking stuff is that bad if it is assumed that the morphing was limited to just a few characters and then assume they are a unit or a party and that who ever is the prime then the other two are companions ... or even just other one. So if transforms aren't put in as some wildly losing the self in the sea of citizens to become ... more focused and other person your character was is still there, no running from the law just by switching out. I may be wrong but I'm pretty sure Wrye took to that as part of his own roleplay with the game, Like after taking over the sheogorath title-position he then implemented wrye Morph and and shivering death into the game play and that seems to fit ... god of insanity who could secretly be anyone. Not sure how possible that is without wrye bash. Today Wrye Bash seeming more a relic, which ... I could be wrong about, My impression is that folks just got tired of the one and only question that dominated back then: "Is this mod compatible with FCOM". I was one of those for a while and even completed the entire game with way more than 255 mods, many personal Gecko based mod mergers and full fcom etc, Now that doesn't interest me nor does replacer use, What excites me is TWMP and some of the newer Magic Mods and AI. I'm still a devote of Duke Patrick for sure. As for Wrye's own definitions I'm grateful to the the cathedral for providing the structure and methods, but I prefer being out in the weeds on in the parlors really. That is where innovation resides. Then if well tended to and cultivated could be introduced to the prelates for preservation and more widespread use. All highfalutin talk when really I'm rusty now - and it is a learning curve for sure getting back into this. Link to comment Share on other sites More sharing options...
sibir Posted March 29, 2023 Share Posted March 29, 2023 41 minutes ago, Psymon said: Sibir pinpointed the plugin. Within the UL compilation there is an option to either have all the UL merged into one plugin or all of them merged except for chorrol hinterland ... which is then installed on it's own with the better cities version, which is then made compatibility with better cities. So then next installing patches from the UL compatibility patches there is a general patch for this ... which now that I type this that seems odd. The plugin is named ULM BetterCities-UniqueLandscapes merged patch.esp it has this in the description: Compatibility patch for Better Cities Full v6 and Unique Landscapes v2 version: 2. If is found in the linked package in folder 01 Merged. I'm assuming it is a patch for all the other Better cities sans the Chorrol Hinterland, which has it's own thing. Vorians addressed my half-ass report here. I only have so much time to tackle issues and so trying to choose the things I know I can help with. I Most certainly appreciate your attention to that one though. Very appreciative. Anything more I can do let me know. As for my history Reveal hidden contents Umm ... not directly ... I did however used to chat with Wrye and several others involved with Wrye Bash sometimes often way back in 2008-2011. Mostly I was testing things and giving feedback mostly related to overhaul mixing and matching, but when BAIN was finally implemented, I was chatting with Wrye seems like a lot and giving him feedback on how to best implement that...I know some of my suggestions and dialogue had a fair bit to do with how that turned out. But here is my footnote to that history. All on forums long dead. Never wanted credit or anything ... and whoever ported those posts did contact me to ask if it was OK, but the only forum that still let me log in was Alliance. I know that in the past I even hosted a few mods for authors but cannot find them or even really remember what they were. Small stuff though and with permission. Anyway I stepped away from all games and mod use and everything with this ... for about a decade. Just life took me in other directions that I followed. I initial returned because of first getting excited for Starfield and Skyblivion, then remembering having fun with all this. Then before I knew it I'm right back here in the forums reporting bugs, ...How little things really change ,,,, and partly this is because ... I rarely follow what is on the tin and prefer to forge my own load order rather than just accept packages. That said ... I'm fully self trained on all this stuff. My name was originally a mash up of Psychology and Simon, Which isn't my name even though I did for many years work in psychology. There is a DC character named that, but he aint cool or anything. The mon part has nothing to do with like python slang or anything. Oh there was an older Morrowind Modder named Psymonizer. I did once take some courses in computer science ... way back in the mid 90s, but only stuck with things as a fan and user of small little programs such as this. Never made money by it, unless you count a modder sending me a second hand computer as thanks. I'm full of ideas lately for mods ... and knowing the limitations of Oblivion, I may try my hand, but that won't be a fast process. Just now the mod scene seems much more calm. I can recall a time when there was mind blowing mods being released regularly.,and can see that on the horizon again.... I mean really cool things with Skyblivion with multiplayer and VR. Not the usual turning of a single player game into a PvP type thing, but like solving puzzles for two. due to my actual work history ... can think of many interpersonal games that if modded into a game like skyrim or skyblivion that could be amazing, and unique in the world of modding. The idea above about Wrye Morph mostly from going through the 900GB drive of old mods that I did manage to squirrel away and onto a newer hard drive. Saw that and recall doing it once, not much else. Which, who knows maybe scripts could do that today. Seems that is where most of the development is. Still doing due diligence of testing it out, getting a grip on what it is like. I mean I don't think a lot of the game breaking stuff is that bad if it is assumed that the morphing was limited to just a few characters and then assume they are a unit or a party and that who ever is the prime then the other two are companions ... or even just other one. So if transforms aren't put in as some wildly losing the self in the sea of citizens to become ... more focused and other person your character was is still there, no running from the law just by switching out. I may be wrong but I'm pretty sure Wrye took to that as part of his own roleplay with the game, Like after taking over the sheogorath title-position he then implemented wrye Morph and and shivering death into the game play and that seems to fit ... god of insanity who could secretly be anyone. Not sure how possible that is without wrye bash. Today Wrye Bash seeming more a relic, which ... I could be wrong about, My impression is that folks just got tired of the one and only question that dominated back then: "Is this mod compatible with FCOM". I was one of those for a while and even completed the entire game with way more than 255 mods, many personal Gecko based mod mergers and full fcom etc, Now that doesn't interest me nor does replacer use, What excites me is TWMP and some of the newer Magic Mods and AI. I'm still a devote of Duke Patrick for sure. As for Wrye's own definitions I'm grateful to the the cathedral for providing the structure and methods, but I prefer being out in the weeds on in the parlors really. That is where innovation resides. Then if well tended to and cultivated could be introduced to the prelates for preservation and more widespread use. All highfalutin talk when really I'm rusty now - and it is a learning curve for sure getting back into this. That's only for the <[CELL:(Oblivion.esm, 023777)]> outside of block or subblock traceback, I was able to replicate it with that plugin. However, I was not able to replicate the 'NoneType' object has no attribute 'fid' traceback, so that's likely caused by something else. You'd have to disable patchers & rebuild your BP until the traceback stops to see what patcher is producing it, then do the same thing with the mods in that patcher to see what is producing it & link it so that the devs can try to replicate it for debugging. Link to comment Share on other sites More sharing options...
Infernio Posted March 29, 2023 Share Posted March 29, 2023 The NoneType has no attribute error is almost certainly caused by the former error. We fail to load a CELL for some reason, then it's None and a patcher tries to access its FormID, so errors with the NoneType error. Link to comment Share on other sites More sharing options...
sibir Posted March 29, 2023 Share Posted March 29, 2023 Hm, odd that I can only replicate the first traceback & not the second then. Link to comment Share on other sites More sharing options...
Psymon Posted March 29, 2023 Share Posted March 29, 2023 Sorry I can't be more helpful .. trying to wrestle with tes4ll just to get it to finish. Kind of taking all my attention right now. Link to comment Share on other sites More sharing options...
Psymon Posted March 30, 2023 Share Posted March 30, 2023 (edited) On 3/28/2023 at 10:58 AM, Infernio said: There's a 291.1 on the old SourceForge, no guarantee that it'll work though: https://sourceforge.net/projects/oblivionworks/files/Wrye Bash/Wrye Bash 291.1/ Infernio ... do you know if this version is a stand alone or requires a full python install as well? It seems to be an installer, but when running it the python only versus stand alone options are greyed out and only the python version is checked - as per attached image. Does this mean that in order to install this 291.1 version I'd have to install full python? And if that is the case ... does that cause problems if I have the stand alone versions installed for Oblivion and the other games? Is it hard to learn how to make the 291.1 version stand alone? any links? Can this be a request? Since I have to reinstall again.. thought I'd see about tackling this. thanks Also I have a few other errors to report, but gotta build up again. I'm just having a bear of a time getting my old DVD version of the Oblivion GOTY edition and windows or other programs dealing with it after patching to LAA. GOG has a sale right now, so probably gonna get that as I understand it's exe is already patched for that. Edited March 30, 2023 by Psymon Link to comment Share on other sites More sharing options...
Infernio Posted March 30, 2023 Share Posted March 30, 2023 I'll see about building a standalone for 291 tomorrow. Link to comment Share on other sites More sharing options...
Psymon Posted March 31, 2023 Share Posted March 31, 2023 7 hours ago, Infernio said: I'll see about building a standalone for 291 tomorrow. Thanks man - much appreciated on that. I had to reinstall Oblivion switching to GOG version from my original DVD from when GOTY first was released, hoping that solves some issues with WIndows and certain other utilities. But will try it out if you can get it in that shape. Awesome! Link to comment Share on other sites More sharing options...
Infernio Posted March 31, 2023 Share Posted March 31, 2023 (edited) So, standalone was "experimental" back then and we don't have the "experimental" branch that had it on GitHub. There actually is one on SourceForge though, in a different folder: https://sourceforge.net/projects/oblivionworks/files/Wrye Bash/deprecated versions/Wrye Bash 291/Wrye Bash 291 -- Standalone Version.7z/download If that doesn't work, you'll have to download the Python version and follow the instructions in the readme (section "Python Components", since the "Wrye Python" bundle does not seem to exist anymore). Edited March 31, 2023 by Infernio Link to comment Share on other sites More sharing options...
Psymon Posted April 1, 2023 Share Posted April 1, 2023 (edited) On 3/31/2023 at 3:10 AM, Infernio said: So, standalone was "experimental" back then and we don't have the "experimental" branch that had it on GitHub. There actually is one on SourceForge though, in a different folder: https://sourceforge.net/projects/oblivionworks/files/Wrye Bash/deprecated versions/Wrye Bash 291/Wrye Bash 291 -- Standalone Version.7z/download If that doesn't work, you'll have to download the Python version and follow the instructions in the readme (section "Python Components", since the "Wrye Python" bundle does not seem to exist anymore). Well thanks for looking at that. I think it requires python ...to install I just rename the Mopy folders in my Oblivion folder ... Mopy 310. 311, 291.1 and I did look at the bash.ini to see what egregious stuff, but other than less options very similar. Tried just with no bash ini and with as best I could altering the location of the installers (even though with a fresh run that shouldn't be automatically considered I'm pretty sure. Either way no matter what I do .. I get: Traceback (most recent call last): File "Wrye Bash Launcher.pyw", line 31, in <module> File "bash.pyo", line 276, in main File "basher.pyo", line 12988, in InitSettings File "bosh.pyo", line 31629, in initSettings File "bolt.pyo", line 917, in __init__ File "bosh.pyo", line 228, in load File "bolt.pyo", line 875, in load TypeError: must be string, not Path Traceback (most recent call last): File "Wrye Bash Launcher.pyw", line 31, in <module> File "bash.pyo", line 276, in main File "basher.pyo", line 12988, in InitSettings File "bosh.pyo", line 31629, in initSettings File "bolt.pyo", line 917, in __init__ File "bosh.pyo", line 228, in load File "bolt.pyo", line 875, in load TypeError: must be string, not Path Traceback (most recent call last): File "Wrye Bash Launcher.pyw", line 31, in <module> File "bash.pyo", line 276, in main File "basher.pyo", line 12988, in InitSettings File "bosh.pyo", line 31629, in initSettings File "bolt.pyo", line 917, in __init__ File "bosh.pyo", line 228, in load File "bolt.pyo", line 875, in load TypeError: must be string, not Path Pretty sure that means it needs python. Haven't had it installed since 2012 but I do recall that terminology enough to see that. Does anyone have any advice on whether or not the stand alone variants can be used when python is also installed? Or if I will need to also do version regressions with python .. if so ... that may turn into more trouble than it is worth. thanks again Edited April 1, 2023 by Psymon Link to comment Share on other sites More sharing options...
Infernio Posted April 1, 2023 Share Posted April 1, 2023 That error happens because 291 is trying to load your settings files, but they're way too new for it to understand. You'll have to back up and then remove all of WB's .dat files for it to load. Link to comment Share on other sites More sharing options...
Psymon Posted April 1, 2023 Share Posted April 1, 2023 (edited) Never mind! SUCCESS I think I figured it out ... just including what I was asking in spoiler in case anyone else following along. Where by default are those located? For instance here is the top section alterations I use for WB 310 sOblivionMods=G:\Mod Database\.Installed\Oblivion Mods sBashModData=G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data sInstallersData=G:\Mod Database\.Installed\Oblivion Mods\Bash G drive is not the same as the game play drive, this means that those components are also stored there and not where bash would by default generate them if that is what it is doing on start up. So when I put the stand alone version in my Oblivion folder it is just a Mopy folder. When I change out say 310 from 311 I just rename the Mopy folder to say .Mopy 310 then I copy out the bash.ini file to the new Mopy folder which was previously probably named .311 Mopy or .291 Mopy as this case would be. My understandings from the last time I really dove into bash stuff ... like 2013? yikes ... the normal situation on start up is if there is no bash.ini and just the default is detected then only when you start the installers tab does it stat generating these other folders outside the Oblivion folder. 291 does have another set of folders that go in the data folder that have been smartly moved to the Mopy folder, so those data folder are there for 291 but it wouldn't see these other renamed folders or the custom places I put their component folders. So where else do I need to look for Wrye Bash components to remove? And apologies for all this annoying arcane questions ... and much appreciation thanks [edit] by settings ,,, I took you to mean settings for wrye bash, if that is not it then I'm lost. [edit 2] It seems that 291.1 did generate an Oblivion Mods folder next to the Oblivion folder as expected, but that is not the place where I keep anything for 310+ of wrye bash. [edit 3] Oh under documents/my game/Oblivion .... yeah? Fairly certain with settings in even another location location ... by adjusting the bash.ini for 291.1 will result in being able to run both at the same time. Keeping in mind that I probably wouldn't want that and have already figured out a way to let me know which is which blocking installers and so on. I will post back if I get success with Wrye Morph thanks again man Edited April 1, 2023 by Psymon Link to comment Share on other sites More sharing options...
Psymon Posted April 1, 2023 Share Posted April 1, 2023 (edited) 5 hours ago, Psymon said: Never mind! SUCCESS I think I figured it out ... just including what I was asking in spoiler in case anyone else following along. Reveal hidden contents Where by default are those located? For instance here is the top section alterations I use for WB 310 sOblivionMods=G:\Mod Database\.Installed\Oblivion Mods sBashModData=G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data sInstallersData=G:\Mod Database\.Installed\Oblivion Mods\Bash G drive is not the same as the game play drive, this means that those components are also stored there and not where bash would by default generate them if that is what it is doing on start up. So when I put the stand alone version in my Oblivion folder it is just a Mopy folder. When I change out say 310 from 311 I just rename the Mopy folder to say .Mopy 310 then I copy out the bash.ini file to the new Mopy folder which was previously probably named .311 Mopy or .291 Mopy as this case would be. My understandings from the last time I really dove into bash stuff ... like 2013? yikes ... the normal situation on start up is if there is no bash.ini and just the default is detected then only when you start the installers tab does it stat generating these other folders outside the Oblivion folder. 291 does have another set of folders that go in the data folder that have been smartly moved to the Mopy folder, so those data folder are there for 291 but it wouldn't see these other renamed folders or the custom places I put their component folders. So where else do I need to look for Wrye Bash components to remove? And apologies for all this annoying arcane questions ... and much appreciation thanks [edit] by settings ,,, I took you to mean settings for wrye bash, if that is not it then I'm lost. [edit 2] It seems that 291.1 did generate an Oblivion Mods folder next to the Oblivion folder as expected, but that is not the place where I keep anything for 310+ of wrye bash. [edit 3] Oh under documents/my game/Oblivion .... yeah? Fairly certain with settings in even another location location ... by adjusting the bash.ini for 291.1 will result in being able to run both at the same time. Keeping in mind that I probably wouldn't want that and have already figured out a way to let me know which is which blocking installers and so on. I will post back if I get success with Wrye Morph thanks again man Nope again! It complained about not finding bashmon.py in the mopy folder and that was not included in that version of wrye bash 291.1 Guess I'm gonna have to snoop around for an even earlier version or see if I can rip the components out of whatever last had it and put them into this. [edit] I did find this https://sourceforge.net/p/oblivionworks/code/3177/tree/Branches/Wrye Bash/291-fixes/ which did have that file in question and what seemed the associated files ... so dumped them into 291.1 and then got this series of errors: Traceback (most recent call last): File "Wrye Bash Launcher.pyw", line 31, in <module> File "bash.pyo", line 276, in main File "basher.pyo", line 12988, in InitSettings File "bosh.pyo", line 31629, in initSettings File "bolt.pyo", line 917, in __init__ File "bosh.pyo", line 228, in load File "bolt.pyo", line 875, in load TypeError: must be string, not Path Traceback (most recent call last): File "Wrye Bash Launcher.pyw", line 31, in <module> File "bash.pyo", line 276, in main File "basher.pyo", line 12988, in InitSettings File "bosh.pyo", line 31629, in initSettings File "bolt.pyo", line 917, in __init__ File "bosh.pyo", line 228, in load File "bolt.pyo", line 875, in load TypeError: must be string, not Path Traceback (most recent call last): File "Wrye Bash Launcher.pyw", line 31, in <module> File "bash.pyo", line 276, in main File "basher.pyo", line 12988, in InitSettings File "bosh.pyo", line 31629, in initSettings File "bolt.pyo", line 917, in __init__ File "bosh.pyo", line 228, in load File "bolt.pyo", line 875, in load TypeError: must be string, not Path Traceback (most recent call last): File "Wrye Bash Launcher.pyw", line 31, in <module> File "bash.pyo", line 276, in main File "basher.pyo", line 12988, in InitSettings File "bosh.pyo", line 31629, in initSettings File "bolt.pyo", line 917, in __init__ File "bosh.pyo", line 228, in load File "bolt.pyo", line 875, in load TypeError: must be string, not Path Traceback (most recent call last): File "Wrye Bash Launcher.pyw", line 31, in <module> bash.main() File "bash.pyo", line 276, in main File "basher.pyo", line 12988, in InitSettings File "bosh.pyo", line 31629, in initSettings File "bolt.pyo", line 917, in __init__ File "bosh.pyo", line 228, in load File "bolt.pyo", line 875, in load TypeError: must be string, not Path No bueno ... so now I gotta try installing python, so close! Of all the files I saved not this stuff. And I see that the older versions on Source Forge is 287 and no stand alone ... so no point going back that far it python is not that big a problem. which leads to a question I'm gonna bold here not to represent impatience or anything, but rather um to emphasize in case folks thought I had finished this post. Is there any known problems with running Python version and stand alone side by side or serially ... provided care is taken to have their settings point to two different locations? thanks in advance ... and I'd like to put a special thank you to psymon for making this so complicated. Edited April 1, 2023 by Psymon Link to comment Share on other sites More sharing options...
Utumno Posted April 13, 2023 Author Share Posted April 13, 2023 (edited) I think I managed to solve the issues with ULM BetterCities-UniqueLandscapes merged patch.esp @Psymon (including the ROAD traceback for those who had it @sibir - use the exe from https://github.com/wrye-bash/wrye-bash/suites/12223761731/artifacts/646315241 - you need to be logged in to github Re:Is there any known problems with running Python version and stand alone side by side or serially ... provided care is taken to have their settings point to two different locations? -> Nope there isn't Edited April 14, 2023 by Utumno Link to comment Share on other sites More sharing options...
Psymon Posted April 17, 2023 Share Posted April 17, 2023 On 4/13/2023 at 1:41 PM, Utumno said: I think I managed to solve the issues with ULM BetterCities-UniqueLandscapes merged patch.esp @Psymon (including the ROAD traceback for those who had it @sibir - use the exe from https://github.com/wrye-bash/wrye-bash/suites/12223761731/artifacts/646315241 - you need to be logged in to github Re:Is there any known problems with running Python version and stand alone side by side or serially ... provided care is taken to have their settings point to two different locations? -> Nope there isn't Apologies on taking so long to get back to you. Um so ... to even open that page I need a git membership? are you referring to me or Sibir? Seems it is just a 404 when I click on that link. I don't have membership to git. This is an issue I posted fixing by just reverting to 310. I had/have way too much other mod related stuff to review and catch up on that just reverting to 310 was the only real option. I would run a test on that error again though..since you did work on it. Only fair. Link to comment Share on other sites More sharing options...
sibir Posted April 17, 2023 Share Posted April 17, 2023 5 minutes ago, Psymon said: Apologies on taking so long to get back to you. Um so ... to even open that page I need a git membership? are you referring to me or Sibir? Seems it is just a 404 when I click on that link. I don't have membership to git. This is an issue I posted fixing by just reverting to 310. I had/have way too much other mod related stuff to review and catch up on that just reverting to 310 was the only real option. I would run a test on that error again though..since you did work on it. Only fair. It just requires a free GitHub account to download, not a membership. Link to comment Share on other sites More sharing options...
AAK21 Posted April 22, 2023 Share Posted April 22, 2023 When I make a patch, it loads infinitely at the title screen. Link to comment Share on other sites More sharing options...
sibir Posted April 22, 2023 Share Posted April 22, 2023 12 hours ago, AAK21 said: When I make a patch, it loads infinitely at the title screen. In order to troubleshoot this, you need to disable patchers (e.g., Import Actors, Import Inventory) in the patch rebuilding dialog until the issue stops. Once you've narrowed it down to a patcher, enable only that patcher & uncheck mods listed in it until the issue stops. Once you've further narrowed it down to a combination of a patcher & a mod, please state the patcher & provide a link to the mod so that the devs can attempt to replicate & investigate the issue. Link to comment Share on other sites More sharing options...
Psymon Posted April 25, 2023 Share Posted April 25, 2023 (edited) On 4/16/2023 at 11:11 PM, sibir said: It just requires a free GitHub account to download, not a membership. Ok first off apologies on taking so long to give feedback. Life ya know I downloaded the WB from the link above (the one directed at me). It threw no errors in loading the BC-UL patch I described before, ULM BetterCities-UniqueLandscapes merged patch.esp. Nor did it throw any errors with Landmarks of Cyrodiil Lite ... another esp I was planning to make error reports about. So all good there. Unfortunately, it did fail to make a bashed patch, With this as the pop up error (as it appears at the end of this spoiler of the entire debug log: patcher_dialog.py 278 _error: Exception during Bashed Patch building: localize.py 74 setup_locale: cli_lang='' - cli_target='' - falling back to (en_US, cp1252) from getdefaultlocale localize.py 78 setup_locale: wx gave back en_US localize.py 125 setup_locale: Set wxPython locale to 'en_US' loot_parser.py 54 <module>: Using LibYAML-based parser doc_viewer.py 55 <module>: pdfviewer using PyMuPDF (GPL) bash.py 334 dump_environment: Using Wrye Bash Version 311.202304132031 (Standalone) OS info: Windows-10-10.0.19045-SP0, running on Intel64 Family 6 Model 23 Stepping 7, GenuineIntel Python version: 3.11.3 (tags/v3.11.3:f3909b8, Apr 4 2023, 23:49:59) [MSC v.1934 64 bit (AMD64)] Dependency versions: - chardet: 5.1.0 - ifileoperation: 1.2.3 - lxml: 4.9.2 - packaging: 23.0 - PyMuPDF: 1.21.1; bundled MuPDF version: 1.21.1 - python-lz4: 4.3.2; bundled LZ4 version: 1.9.4 - PyYAML: 6.0 - requests: 2.28.2 - websocket-client: 1.5.1 - wxPython: 4.2.1a1 msw (phoenix) wxWidgets 3.2.2 Input encoding: None; output encoding: utf-8 Filesystem encoding: utf-8 Command line: ['I:\\Games\\Bethesda Softworks\\Oblivion\\Mopy 311 Nightly\\Wrye Bash.exe'] bash.py 583 _import_bush_and_set_game: Searching for game to manage: bush.py 173 _supportedGames: The following games are supported by this version of Wrye Bash: - Fallout New Vegas (Steam, WS) - Morrowind (Steam, WS) - Enderal Special Edition (GOG, Steam) - Skyrim Special Edition (EGS, GOG, Steam, WS) - Skyrim (Steam) - Enderal (Steam) - Fallout 3 (EGS, Steam, WS) - Skyrim VR (Steam) - Oblivion (GOG, Steam, WS) - Nehrim (GOG, Steam) - Fallout 4 VR (Steam) - Fallout 4 (Steam, WS) Wrye Bash looked for installations of supported games in the following places: 1. Windows Registry: The following supported games were found via the registry: - Fallout 3: I:\SteamLibrary\steamapps\common\Fallout 3 goty - Oblivion (GOG): i:\games\bethesda softworks\oblivion - Skyrim Special Edition: I:\SteamLibrary\steamapps\common\Skyrim Special Edition Make sure to run the launcher of each game you installed through Steam once, otherwise Wrye Bash will not be able to find it. 2. Windows Store (Legacy): No supported games with modding enabled were found via the legacy Windows Store. 3. Windows Store: No supported games were found via the Windows Store. 4. Epic Games Store: No supported games were found via the Epic Games Store. bush.py 244 _detectGames: Detecting games via the -o argument, bash.ini and relative path: bush.py 266 __setGame: Using Oblivion (GOG) game: i:\games\bethesda softworks\oblivion patch_game.py 293 _import_records: <class 'bash.brec.common_records.AMreFlst'>: no melSet patch_game.py 293 _import_records: <class 'bash.brec.common_records.AMreImad'>: no melSet initialization.py 179 init_dirs: My Games location set to C:\Users\*****\Documents\My Games\Oblivion initialization.py 192 init_dirs: LocalAppData location set to C:\Users\*****\AppData\Local\Oblivion initialization.py 241 init_dirs: Game Mods location set to G:\Mod Database\.Installed\Oblivion Mods initialization.py 247 init_dirs: Bash Mod Data location set to G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data initialization.py 252 init_dirs: Installers location set to G:\Mod Database\.Installed\Oblivion Mods\Bash Installers initialization.py 254 init_dirs: Installers bash data location set to G:\Mod Database\.Installed\Oblivion Mods\Bash initialization.py 262 init_dirs: Checking if WB directories exist and creating them if needed: initialization.py 266 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data initialization.py 266 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash Installers initialization.py 266 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash Installers\Bain Converters initialization.py 266 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash Installers\Bain Converters\--Duplicates initialization.py 266 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash Installers\Bain Converters\--Corrupt initialization.py 266 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash initialization.py 266 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash\BSA Cache loot_parser.py 87 __init__: Using these LOOT paths: loot_parser.py 88 __init__: Masterlist: C:\Users\*****\AppData\Local\LOOT\games\Oblivion\masterlist.yaml loot_parser.py 89 __init__: Userlist: C:\Users\*****\AppData\Local\LOOT\games\Oblivion\userlist.yaml loot_parser.py 90 __init__: Taglist (fallback): I:\Games\Bethesda Softworks\Oblivion\Mopy 311 Nightly\taglists\Oblivion\taglist.yaml loot_parser.py 97 __init__: Initialized loot_parser, compatible with LOOT metadata v0.18 __init__.py 3695 initBosh: Looking for main game INI at C:\Users\*****\Documents\My Games\Oblivion\Oblivion.ini windows.py 1148 testUAC: Testing if game folder is UAC-protected __init__.py 1455 _initDB: Initializing BSAInfos __init__.py 1456 _initDB: store_dir: i:\games\bethesda softworks\oblivion\Data __init__.py 1457 _initDB: bash_dir: G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data\BSA Data __init__.py 1455 _initDB: Initializing ModInfos __init__.py 1456 _initDB: store_dir: i:\games\bethesda softworks\oblivion\Data __init__.py 1457 _initDB: bash_dir: G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data _games_lo.py 662 print_lo_paths: Using the following load order files: _games_lo.py 669 print_lo_paths: - Active plugins: C:\Users\*****\AppData\Local\Oblivion\plugins.txt __init__.py 1455 _initDB: Initializing SaveInfos __init__.py 1456 _initDB: store_dir: C:\Users\*****\Documents\My Games\Oblivion\Saves __init__.py 1457 _initDB: bash_dir: C:\Users\*****\Documents\My Games\Oblivion\Saves\Bash __init__.py 1455 _initDB: Initializing INIInfos __init__.py 1456 _initDB: store_dir: i:\games\bethesda softworks\oblivion\Data\INI Tweaks __init__.py 1457 _initDB: bash_dir: G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data\INI Data __init__.py 3902 __init__: Constructing panel 'Installers' __init__.py 3912 __init__: Panel 'Installers' constructed successfully __init__.py 3902 __init__: Constructing panel 'Mods' __init__.py 3912 __init__: Panel 'Mods' constructed successfully __init__.py 3902 __init__: Constructing panel 'Saves' __init__.py 3912 __init__: Panel 'Saves' constructed successfully __init__.py 3902 __init__: Constructing panel 'INI Edits' __init__.py 3912 __init__: Panel 'INI Edits' constructed successfully __init__.py 3902 __init__: Constructing panel 'Screenshots' __init__.py 1455 _initDB: Initializing ScreenInfos __init__.py 1456 _initDB: store_dir: i:\games\bethesda softworks\oblivion __init__.py 1457 _initDB: bash_dir: G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data\Screenshot Data __init__.py 3912 __init__: Panel 'Screenshots' constructed successfully bsa_files.py 697 _read_bsa_file: i:\games\bethesda softworks\oblivion\Data\WAC.bsa reports wrong folder names length 14668 - actual: 12918 (number of folders is 441) bsa_files.py 697 _read_bsa_file: i:\games\bethesda softworks\oblivion\Data\Rathunas01.bsa reports wrong folder names length 11361 - actual: 10514 (number of folders is 269) bsa_files.py 697 _read_bsa_file: i:\games\bethesda softworks\oblivion\Data\CRTRenewed.bsa reports wrong folder names length 2882 - actual: 2844 (number of folders is 98) patcher_dialog.py 278 _error: Exception during Bashed Patch building: Traceback (most recent call last): File "bash\basher\patcher_dialog.py", line 171, in PatchExecute File "bash\patcher\patch_files.py", line 435, in buildPatch File "bash\brec\record_groups.py", line 698, in keepRecords File "bash\brec\record_groups.py", line 518, in _call_super File "bash\brec\record_groups.py", line 441, in keepRecords File "bash\brec\record_groups.py", line 507, in _call_super File "bash\brec\record_groups.py", line 1188, in keepRecords AttributeError: 'NoneType' object has no attribute 'fid' Traceback (most recent call last): File "bash\gui\events.py", line 180, in _post File "bash\balt.py", line 704, in _conversation_wrapper File "bash\basher\patcher_dialog.py", line 171, in PatchExecute File "bash\patcher\patch_files.py", line 435, in buildPatch File "bash\brec\record_groups.py", line 698, in keepRecords File "bash\brec\record_groups.py", line 518, in _call_super File "bash\brec\record_groups.py", line 441, in keepRecords File "bash\brec\record_groups.py", line 507, in _call_super File "bash\brec\record_groups.py", line 1188, in keepRecords AttributeError: 'NoneType' object has no attribute 'fid' Here are the Active Plugins: 00 Oblivion.esm 01 Cobl Main.esm [Version 1.74] 02 Better Cities Resources.esm [Version 6.2.3] 03 TamRes.esm [Version 1.5] 04 TamRes_LandscapeResource.esm 05 Oblivifall Master File.esm [Version 1.2] 06 LenasCompanions.esm 07 LenasTransport.esm 08 SettlementsOfCyrodiil.esm [Version 1.3] 09 Fundament.esm 0A Waalx Animals & Creatures.esm [Version 0.05] 0B Cobl Glue.esp [Version 1.73] 0C Unofficial Oblivion Patch.esp [Version 2] 0D DLCShiveringIsles.esp 0E Unofficial Shivering Isles Patch.esp [Version 270] 0F Cobl Si.esp [Version 1.63] 10 Better Cities .esp [Version 6.2.0] 11 DLCHorseArmor.esp 12 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.9] 13 DLCOrrery.esp 14 DLCOrrery - Unofficial Patch.esp [Version 1.0.7] 15 DLCVileLair.esp 16 DLCVileLair - Unofficial Patch.esp [Version 1.0.11] 17 DLCMehrunesRazor.esp 18 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.8] 19 DLCSpellTomes.esp 1A DLCThievesDen.esp 1B DLCThievesDen - Unofficial Patch.esp [Version 1.0.15] 1C DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.14] 1D DLCBattlehornCastle.esp 1E DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.12] 1F Orden des Drachen.esp [Version 2021] 20 DLCFrostcrag.esp 21 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.10] 22 Knights.esp 23 Knights - Unofficial Patch.esp [Version 1.1.8] 24 SM Plugin Refurbish Lite.esp 25 SM Plugin Refurbish Lite OBSE.esp 26 Tamriel.esp [Version 3.3] 27 TamRes.esp 28 TWMP_BlackMarsh.esp 29 TWMP_Summerset.esp 2A TWMP_Hammerfell.esp [Version 1.2.1] 2B TWMP_HighRock.esp 2C WAC.esp 2D TWMP_SkyrimImproved.esp [Version 1.1.2] 2E TWMP_Locations.esp [Version 1.0.9] 2F TWMP Skyrim Alive.esp 30 SnusDungeons.esp [Version 1.29] 31 ShippingInCyrodiil4-TLCElight.esp 32 TWMP SI.esp 33 Better Dungeons.esp 34 ElsweyrAnequina.esp 35 TWMP_Valenwood_Elsweyr.esp 36 ElsweyrPelletine.esp [Version 1.42] 37 TWMP_ValenwoodImproved.esp [Version 1.02.0] 38 TWMP Southern Alliance.esp 39 Aro2204BU.esp 3A Kragenir's Death Quest.esp [Version 2.28] 3B ReclaimSancreTor.esp [Version 1.0.5] 3C Oblivion Uncut.esp 3D Plentiful Priories.esp 3E Dark Anchor Dolmens.esp 3F Roads of Cyrodiil.esp [Version 1.0] 40 Trails Of Cyrodiil Complete.esp [Version 0.8] 41 Legion-occupied Forts.esp 42 Better Forts.esp 43 ShezriesTownsMaster.esp 44 HESU DiveRock.esp [Version 1.2] 45 ClearwaterFarms.esp 46 HESU KoyoTown.esp [Version 1.2] 47 MTCExpandedVillages.esp [Version 1.5R] 48 HESU PoisonSwamp.esp [Version 1.2] 49 HESU FairmereVillage.esp [Version 1.2] 4A Oblivifall - Losing My Religion.esp [Version 1.43] 4B Legion Forester Outposts.esp [Version 1.8] 4C Oranstad.esp 4D HESU WolfsBorough.esp [Version 1.3] 4E HESU GreatForestGorge.esp [Version 1.2] 4F HESU WhiteRoseRiver.esp [Version 1.1] 50 Ascension.esp 51 No more empty dungeons.esp 52 DLCFrostcragReborn.esp 53 Anvil Docks Extended.esp [Version 1.1] 54 WACIntegration.esp [Version 0.43] 55 Kvatch Rebuilt.esp [Version 3.0RC3] 56 HESU HellLands.esp [Version 1.2] 57 HESU SeasideSettlement.esp [Version 1.2] 58 RST-Seaside Patch.esp 59 New Senchal.esp 5A HESU AppleHotSprings.esp [Version 1.2] 5B AliveWaters.esp 5C More diverse generic enemies.esp 5D Dialogue and Messages Merged.esp [Version 0.73] 5E HESU SmokeTown.esp [Version 1.1] 5F EastbrinkBasic.esp 60 Rimmen.esp 61 Kragenirs-RST-Seaside Patch.esp 62 Pinevale.esp 63 TWMP Valenwood Cities.esp 64 HESU ValenwoodMine.esp [Version 1.2] 65 Faregyl.esp [Version 2.0.12] 66 Travelers of Cyrodiil.esp 67 MagesCross.esp [Version 1.1] 68 HESU Shipton.esp [Version 1.1] 69 WhiteRoseFarm.esp 6A SilverfishFalls.esp 6B Imperial City Bridges Extended.esp [Version 313] 6C ICEXPAND.esp [Version 6.1.0] 6D runestone.esp [Version 1.3] 6E Dwemer Ruins.esp 6F Dwemer Ruins Cyrodiil.esp 70 LegionOutposts.esp 71 AltVillageStart.esp 72 JDNT_Brina Cross.esp 73 Expanded Dungeons - Play Even Nicer Edition.esp 74 Oblivifall - Losing My Religion Chapel Update.esp [Version 1.1] 75 Bravil Port Merged.esp 76 Dungeons and Sewers.esp [Version 1.2] 77 SOC-RegionalFarms.esp 78 CRTRenewed.esp 79 Dungeons of Blackwood.esp [Version 1] 7A StalhrimVillage.esp 7B Villages II.esp [Version 3] 7C Pinevale-Stahlrim Patch.esp 7D The_Dragon_Citadel-6178.esp [Version 1.5] 7E Dungeons of Tamriel.esp [Version 1.2] 7F SewersForEveryCity.esp 80 Sewers and Dungeons Linked in Every City.esp [Version 1.2] 81 Alternative Beginnings.esp [Version 1.4.6] 82 Nobody Goes into the Mountains but Hunters.esp 83 Feldscar.esp [Version 1.0.13] 84 Villages1.1.esp [Version 1.1d] 85 LandmarksOfCyrodiilLite.esp 86 ElsweyrAnequinaPatch.esp [Version 1] 87 Duke Patricks - Melee Combat NO RECOIL.esp [Version 5.9] 88 Imperial Shipyard City Isle.esp 89 Urasek.esp [Version 1.0.5] 8A Water17R T2B v4.0.esp 8B Improved and alternative merchants.esp 8C HackdirtAlive.esp 8D Reedstand.esp [Version 1.0.5] 8E Alternative Beginnings - Kvatch Intact.esp [Version 3.0.2] 8F WickmereFarm.esp 90 SOC - Three Villages.esp 91 Blackwater.esp 92 Lair_of_the_Hydra-4490.esp [Version 2.5] 93 Faction Relations.esp 94 Creature Diversity.esp [Version 1.14] 95 TWMP Northern Realms Localised.esp 96 MTC-Oranstad Patch.esp [Version 1.0] 97 Frostcrag Reborn-Village-OoTD Patch.esp 98 XCV.esp [Version 1.4] 99 BettysAnimalPlanet.esp 9A Faregyl+Anequina Patch.esp [Version 2.0] 9B ImpeREAL Empire Unique Cities - Sutch.esp 9C The_Tower_of_the_Lich_King-4492.esp [Version 2.5] 9D Ancient_Goblin_City-4843.esp [Version 2.5] 9E BettysCreatureCreations.esp 9F Dwemer Ruins - XCV.esp [Version 5] A0 Map Marker Overhaul.esp [Version 3.9.3] A1 Druid Mod.esp A2 Unique Dungeons - Merged.esp A3 HESU Shipton-Seaside Patch.esp A4 KDQ - Rural Line Additions.esp A5 Duke Patricks - Combat Archery.esp [Version 7.3.5] A6 RefScope.esp [Version 2.1.2] A7 Better Cities - Order of the Dragon.esp [Version 6.1.0] A8 TRAP.esp [Version 1.1] A9 Map Marker Overhaul - SI additions.esp [Version 3.9.3] AA LootMenu.esp AB LINK.esp [Version 1.4] AC Display Stats.esp [Version 2.0.1] AD Extended UI.esp [Version 1.8] AE BetterMenuControls.esp AF Dynamic Map.esp [Version 2.1.1] B0 DropLitTorchOBSE.esp [Version 2.4] B1 WindowLightingSystem.esp B2 Bundlement.esp B3 Willful Resistance.esp [Version 5.1] B4 The Versatile Adventurer.esp [Version 1.2] B5 Birthsigns Expanded.esp [Version 4.0] B6 nGCD.esp [Version 3.5] B7 MigFTLtravel.esp B8 SOC - Cornucopia.esp B9 Balanced Unleveled Rewards - Complete.esp BA NAO.esp BB kuerteeNightEyeShader.esp BC kuerteeEspyCreatures.esp BD FrostcragRebornCobl.esp [Version 1.4.7] BE NPC and Creature Buffer.esp BF UI Mods Merged.esp [Version 1.03] C0 Stealth Mods Merged.esp [Version 1] C1 Game Tweaks Merged.esp [Version 2] C2 PTFallingStars.esp C3 Sutch Coblized.esp [Version 1.0] C4 kuerteeNPCsYield.esp C5 kuerteeWanderingEncounters.esp C6 Unique Landscapes.esp [Version 2.2.0BC] C7 ULM Kragenirs-SeasideSettlement-CliffsOfAnvil Patch.esp C8 ULM SeasideSettlement-CliffsOfAnvil Patch.esp C9 Rathunas01.esp CA ULM GreatForestGorge-LushWoodlands patch.esp [Version 2] CB ULM DiveRock-ArriusCreek Patch.esp CC ULM Clearwater-KoyoTown-LushWoodlands patch.esp [Version 2] CD ULM TrailsOfCyrodiilComplete-EasternPeaks Patch.esp CE ULM ReclaimingSancreTor-UniqueLandscapes patch.esp [Version 2] CF Sutch Village.esp [Version 1.0.4] D0 ULM Kragenir'sDeathQuest-RST-CliffsOfAnvil Patch.esp [Version 2.0] D1 ImpeREAL Empire - Unique Forts.esp D2 BrinaCrossVillage.esp [Version 1.0.3] D3 BrinaCrossConsolidated.esp D4 ULM MTCExpandedVillages-Oranstad-AncientRedwoods patch.esp [Version 2] D5 ULM ShezriesTowns-CloudtopMountains patch.esp [Version 2] D6 ULM TrailsOfCyrodiilComplete-RiverEthe Patch.esp D7 SutchUnificationPatch.esp D8 ULM Feldscar-Snowdale patch.esp [Version 2] D9 ULM SmokeTown-JerallGlacier patch.esp [Version 2] DA ULM PoisonSwamp-BlackwoodForest patch.esp [Version 2] DB ULM TrailsOfCyrodiilComplete-CloudtopMountains Patch.esp DC ULM Eastbrink-ImpeREALForts-SilverfishRiverValley patch.esp [Version 2] DD Frostcrag Village.esp [Version 1.0.7] DE ULM TWMPSkyrimAlive-JerallGlacier patch.esp [Version 1.1] DF ULM VillagesII-UniqueLandscapes patch.esp [Version 1.0] E0 ULM SmokeTown-ArriusCreek patch.esp [Version 2] E1 ULM TWMPSkyrimImproved-JerallGlacier patch.esp [Version 2.1] E2 ULM OrdenDesDrachen-UniqueLandscapes patch.esp [Version 2] E3 ULM TWMPSkyrimAlive-Snowdale patch.esp [Version 1.1] E4 ULE KragenirsDeathQuest-UniqueLandscapes merged patch.esp [Version 2.1] E5 ULM OblivionUncut-EntiusGorge patch.esp [Version 2.1] E6 ULM SilverfishFalls-SilverfishRiverValley patch.esp [Version 2] E7 ULE DiveRock-JerallGlacier patch.esp [Version 2] E8 ULE TWMPSkyrimAlive-Snowdale patch.esp [Version 1.1] E9 ULM Villages-CheydinhalFalls patch.esp [Version 1.1] EA ULM FrostcragReborn-Snowdale patch.esp [Version 2] EB ULM JMC - Layer 3.esp [Version 1] EC ULM DwemerRuins-EasternPeaks patch.esp [Version 2] ED BrinaCrossVillage -- COBL.esp EE Better Cities FULL.esp [Version 6.2.3] EF Oblivifall - Losing My Religion BC Bruma.esp [Version 6.0.10] F0 ULM BetterCities-UniqueLandscapes merged patch.esp [Version 6] F1 Better Cities Skingrad - Reclaiming Sancre Tor.esp [Version 6.2.3] F2 Better Cities Chorrol - Oblivifall Losing My Religion.esp [Version 6.1.0] F3 Better Cities Skingrad - Oblivifall Losing My Religion.esp [Version 6.0.10] F4 ULM LegionOutposts-BetterCitiesFull-BlackwoodForest patch.esp [Version 2] F5 Better Cities Skingrad - Roads of Cyrodiil.esp [Version 6.1.0] F6 Better Cities Chorrol - Reclaiming Sancre Tor.esp [Version 6.0.10] F7 Better Cities Chorrol - ODD patch.esp [Version 6.0.10] F8 Better Cities Chorrol - Knights of the Nine.esp [Version 6.1.0] F9 Better Cities - IC Imperial Isle.esp [Version 6.2.3] FA Better Imperial City.esp [Version 6.2.3] FB Better Cities Market District - Oblivion Uncut.esp [Version 6.0.12] FC OblivionUncut-BetterCitiesArena Patch.esp This load order is heavy and it is a load order I can get to work and make a bashed patch with using WB 310. This is my third heavy load order I've created in the last month or two - mostly for the purposes of mapping out at the cell grid level all the infrastructure and related mods. This is stil is miles from a playing load order and is as such a 'working on' load order. 2/3rds of this may change soon. I thank you for the work done on this and to the bug reports being looked at. I can see the BSA errors but uncertain as to what it means and/or what to do about them. In order to get a working bashed patch .. reverting back to 310 again. ALSO Are you guys involved with LOOT utility I think I saw Utumno and Sibir were associated ... somewhere. I've been using it and as I reported here it seems more up to date than BOSS, but I have questions and submissions ... and they are mounting. Where is best to report this kind of stuff. How does one earn sorting priviledges, etc. Thanks [edit] wow this site seems to hate spoiler tags! Took about a dozen tries to get this post to present as intended. Three spoiler tags in one post is too much ... noted. Edited April 25, 2023 by Psymon because spoiler tags don't work well Link to comment Share on other sites More sharing options...
Psymon Posted April 25, 2023 Share Posted April 25, 2023 (edited) So I was wrong. the plugin LandmarksOfCyrodiilLite.esp is not working well with even Wrye Bash 310. I will test 311 again without that plugin. And probably will have to make yet another post ... because spoilers NOT WORKING correctly. localize.py 102 setup_locale: cli_lang='' - cli_target='' - falling back to (en_US, cp1252) from getdefaultlocale localize.py 106 setup_locale: wx gave back en_US localize.py 153 setup_locale: Set wxPython locale to 'en_US' loot_parser.py 48 <module>: Using LibYAML-based parser doc_viewer.py 54 <module>: pdfviewer using PyMuPDF (GPL) bash.py 274 dump_environment: Using Wrye Bash Version 310 (Standalone) OS info: Windows-10-10.0.19045-SP0, running on Intel64 Family 6 Model 23 Stepping 7, GenuineIntel Python version: 3.9.13 (tags/v3.9.13:6de2ca5, May 17 2022, 16:36:42) [MSC v.1929 64 bit (AMD64)] Dependency versions: - chardet: 5.0.0 - lxml: 4.9.1 - PyMuPDF: 1.20.0; bundled MuPDF version: 1.20.1 - python-lz4: 4.0.1; bundled LZ4 version: 1.9.3 - PyYAML: 6.0 - wxPython: 4.1.1 msw (phoenix) wxWidgets 3.1.5 Input encoding: None; output encoding: utf-8 Filesystem encoding: utf-8 Command line: ['I:\\Games\\Bethesda Softworks\\Oblivion\\Mopy\\Wrye Bash.exe'] bash.py 515 _import_bush_and_set_game: Searching for game to manage: bush.py 144 _supportedGames: The following games are supported by this version of Wrye Bash: Enderal, Enderal Special Edition, Fallout 3, Fallout 3 (WS), Fallout 4, Fallout 4 (WS), Fallout 4 VR, Fallout New Vegas, Fallout New Vegas (WS), Morrowind, Morrowind (WS), Nehrim, Oblivion, Oblivion (WS), Skyrim, Skyrim Special Edition, Skyrim Special Edition (WS), Skyrim VR Wrye Bash looked for games in the following places: 1. Windows Registry: The following installed games were found via the registry: - Fallout 3: I:\SteamLibrary\steamapps\common\Fallout 3 goty - Oblivion: i:\games\bethesda softworks\oblivion - Skyrim Special Edition: I:\SteamLibrary\steamapps\common\Skyrim Special Edition Make sure to run the launcher of each game you installed through Steam once, otherwise Wrye Bash will not be able to find it. 2. Windows Store: No installed games with modding enabled were found via the Windows Store. Make sure to enable mods for each Windows Store game you have installed, otherwise Wrye Bash will not be able to find it. bush.py 205 _detectGames: Detecting games via the -o argument, bash.ini and relative path: bush.py 211 _detectGames: Set game mode to Oblivion found in parent directory of Mopy: I:\Games\Bethesda Softworks\Oblivion bush.py 227 __setGame: Using Oblivion game: I:\Games\Bethesda Softworks\Oblivion initialization.py 165 init_dirs: My Games location set to C:\Users\*****\Documents\My Games\Oblivion initialization.py 178 init_dirs: LocalAppData location set to C:\Users\*****\AppData\Local\Oblivion initialization.py 226 init_dirs: Game Mods location set to G:\Mod Database\.Installed\Oblivion Mods initialization.py 231 init_dirs: Bash Mod Data location set to G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data initialization.py 235 init_dirs: Installers location set to G:\Mod Database\.Installed\Oblivion Mods\Bash Installers initialization.py 237 init_dirs: Installers bash data location set to G:\Mod Database\.Installed\Oblivion Mods\Bash initialization.py 245 init_dirs: Checking if WB directories exist and creating them if needed: initialization.py 249 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data initialization.py 249 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash Installers initialization.py 249 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash Installers\Bain Converters initialization.py 249 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash Installers\Bain Converters\--Duplicates initialization.py 249 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash Installers\Bain Converters\--Corrupt initialization.py 249 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash initialization.py 249 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash\BSA Cache loot_parser.py 83 __init__: Using these LOOT paths: loot_parser.py 84 __init__: Masterlist: C:\Users\*****\AppData\Local\LOOT\games\Oblivion\masterlist.yaml loot_parser.py 85 __init__: Userlist: C:\Users\*****\AppData\Local\LOOT\games\Oblivion\userlist.yaml loot_parser.py 86 __init__: Taglist (fallback): I:\Games\Bethesda Softworks\Oblivion\Mopy\taglists\Oblivion\taglist.yaml loot_parser.py 93 __init__: Initialized loot_parser, compatible with libloot v0.18.x __init__.py 3768 initBosh: Looking for main game INI at C:\Users\*****\Documents\My Games\Oblivion\Oblivion.ini windows.py 1001 testUAC: Testing if game folder is UAC-protected barb.py 150 backup_settings: barb.py 151 backup_settings: BACKUP BASH SETTINGS: G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data\Backup Bash Settings Oblivion (2023-04-24 21.45.02) v311.202304132031-310.7z barb.py 163 _backup_settings: Oblivion\Mopy\bash.ini <-- I:\Games\Bethesda Softworks\Oblivion\Mopy\bash.ini barb.py 163 _backup_settings: Oblivion\Data\Docs\Bash Readme Template.html <-- I:\Games\Bethesda Softworks\Oblivion\Data\Docs\Bash Readme Template.html barb.py 163 _backup_settings: Oblivion\Data\Docs\wtxt_sand_small.css <-- I:\Games\Bethesda Softworks\Oblivion\Data\Docs\wtxt_sand_small.css barb.py 163 _backup_settings: Oblivion\Data\Docs\wtxt_teal.css <-- I:\Games\Bethesda Softworks\Oblivion\Data\Docs\wtxt_teal.css barb.py 163 _backup_settings: Oblivion\Data\Docs\Bash Readme Template.txt <-- I:\Games\Bethesda Softworks\Oblivion\Data\Docs\Bash Readme Template.txt barb.py 163 _backup_settings: Oblivion Mods\Bash Mod Data\Table.dat.bak <-- G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data\Table.dat.bak barb.py 163 _backup_settings: Oblivion Mods\Bash Mod Data\Table.dat <-- G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data\Table.dat barb.py 163 _backup_settings: Oblivion Mods\Bash Mod Data\INI Data\Table.dat.bak <-- G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data\INI Data\Table.dat.bak barb.py 163 _backup_settings: Oblivion Mods\Bash Mod Data\INI Data\Table.dat <-- G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data\INI Data\Table.dat barb.py 163 _backup_settings: Oblivion Mods\Bash Installers\Bash\Installers.dat.bak <-- G:\Mod Database\.Installed\Oblivion Mods\Bash\Installers.dat.bak barb.py 163 _backup_settings: Oblivion Mods\Bash Installers\Bash\Converters.dat <-- G:\Mod Database\.Installed\Oblivion Mods\Bash\Converters.dat barb.py 163 _backup_settings: Oblivion Mods\Bash Installers\Bash\Installers.dat <-- G:\Mod Database\.Installed\Oblivion Mods\Bash\Installers.dat barb.py 163 _backup_settings: Oblivion Mods\Bash Installers\Bash\Converters.dat.bak <-- G:\Mod Database\.Installed\Oblivion Mods\Bash\Converters.dat.bak barb.py 163 _backup_settings: My Games\Oblivion\BashLoadOrders.dat.bak <-- C:\Users\*****\Documents\My Games\Oblivion\BashLoadOrders.dat.bak barb.py 163 _backup_settings: My Games\Oblivion\BashProfiles.dat <-- C:\Users\*****\Documents\My Games\Oblivion\BashProfiles.dat barb.py 163 _backup_settings: My Games\Oblivion\BashSettings.dat <-- C:\Users\*****\Documents\My Games\Oblivion\BashSettings.dat barb.py 163 _backup_settings: My Games\Oblivion\BashLoadOrders.dat <-- C:\Users\*****\Documents\My Games\Oblivion\BashLoadOrders.dat barb.py 163 _backup_settings: My Games\Oblivion\BashSettings.dat.bak <-- C:\Users\*****\Documents\My Games\Oblivion\BashSettings.dat.bak barb.py 163 _backup_settings: My Games\Oblivion\BashProfiles.dat.bak <-- C:\Users\*****\Documents\My Games\Oblivion\BashProfiles.dat.bak barb.py 163 _backup_settings: Oblivion\Mopy\bash\l10n\de_DE.po <-- I:\Games\Bethesda Softworks\Oblivion\Mopy\bash\l10n\de_DE.po barb.py 163 _backup_settings: Oblivion\Mopy\bash\l10n\it_IT.po <-- I:\Games\Bethesda Softworks\Oblivion\Mopy\bash\l10n\it_IT.po barb.py 163 _backup_settings: Oblivion\Mopy\bash\l10n\ja_JP.po <-- I:\Games\Bethesda Softworks\Oblivion\Mopy\bash\l10n\ja_JP.po barb.py 163 _backup_settings: Oblivion\Mopy\bash\l10n\pt_PT.po <-- I:\Games\Bethesda Softworks\Oblivion\Mopy\bash\l10n\pt_PT.po barb.py 163 _backup_settings: Oblivion\Mopy\bash\l10n\ru_RU.po <-- I:\Games\Bethesda Softworks\Oblivion\Mopy\bash\l10n\ru_RU.po barb.py 163 _backup_settings: Oblivion\Mopy\bash\l10n\zh_CN.po <-- I:\Games\Bethesda Softworks\Oblivion\Mopy\bash\l10n\zh_CN.po barb.py 163 _backup_settings: Oblivion\Mopy\bash\l10n\zh_TW.po <-- I:\Games\Bethesda Softworks\Oblivion\Mopy\bash\l10n\zh_TW.po barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Assorted to Cobl.csv <-- I:\Games\Bethesda Softworks\Oblivion\Data\Bash Patches\Assorted to Cobl.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Assorted_Exhaust.csv <-- I:\Games\Bethesda Softworks\Oblivion\Data\Bash Patches\Assorted_Exhaust.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Bash_Groups.csv <-- I:\Games\Bethesda Softworks\Oblivion\Data\Bash Patches\Bash_Groups.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Bash_MFact.csv <-- I:\Games\Bethesda Softworks\Oblivion\Data\Bash Patches\Bash_MFact.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Cobl Rules.txt <-- I:\Games\Bethesda Softworks\Oblivion\Data\Bash Patches\Cobl Rules.txt barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Crowded Cities 15_Alternate_Names.csv <-- I:\Games\Bethesda Softworks\Oblivion\Data\Bash Patches\Crowded Cities 15_Alternate_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Crowded Cities 15_Names.csv <-- I:\Games\Bethesda Softworks\Oblivion\Data\Bash Patches\Crowded Cities 15_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Crowded Cities 30_Alternate_Names.csv <-- I:\Games\Bethesda Softworks\Oblivion\Data\Bash Patches\Crowded Cities 30_Alternate_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Crowded Cities 30_Names.csv <-- I:\Games\Bethesda Softworks\Oblivion\Data\Bash Patches\Crowded Cities 30_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Crowded Roads Revamped_Names.csv <-- I:\Games\Bethesda Softworks\Oblivion\Data\Bash Patches\Crowded Roads Revamped_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Crowded Roads Revisited_Alternate_Names.csv <-- I:\Games\Bethesda Softworks\Oblivion\Data\Bash Patches\Crowded Roads Revisited_Alternate_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Crowded Roads Revisited_Names.csv <-- I:\Games\Bethesda Softworks\Oblivion\Data\Bash Patches\Crowded Roads Revisited_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Guard_Names.csv <-- I:\Games\Bethesda Softworks\Oblivion\Data\Bash Patches\Guard_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Kmacg94_Exhaust.csv <-- I:\Games\Bethesda Softworks\Oblivion\Data\Bash Patches\Kmacg94_Exhaust.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\OOO, 1.23 Mincapped_NPC_Levels.csv <-- I:\Games\Bethesda Softworks\Oblivion\Data\Bash Patches\OOO, 1.23 Mincapped_NPC_Levels.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\OOO, 1.23 Uncapped_NPC_Levels.csv <-- I:\Games\Bethesda Softworks\Oblivion\Data\Bash Patches\OOO, 1.23 Uncapped_NPC_Levels.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\P1DCandles_Formids.csv <-- I:\Games\Bethesda Softworks\Oblivion\Data\Bash Patches\P1DCandles_Formids.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\PTRoamingNPCs_Names.csv <-- I:\Games\Bethesda Softworks\Oblivion\Data\Bash Patches\PTRoamingNPCs_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Rational_Names.csv <-- I:\Games\Bethesda Softworks\Oblivion\Data\Bash Patches\Rational_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\ShiveringIsleTravellers_Names.csv <-- I:\Games\Bethesda Softworks\Oblivion\Data\Bash Patches\ShiveringIsleTravellers_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\taglist.txt <-- I:\Games\Bethesda Softworks\Oblivion\Data\Bash Patches\taglist.txt barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\TamrielTravellers_Names.csv <-- I:\Games\Bethesda Softworks\Oblivion\Data\Bash Patches\TamrielTravellers_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\TI to Cobl_Formids.csv <-- I:\Games\Bethesda Softworks\Oblivion\Data\Bash Patches\TI to Cobl_Formids.csv barb.py 163 _backup_settings: Oblivion\Data\BashTags\WAC.txt <-- I:\Games\Bethesda Softworks\Oblivion\Data\BashTags\WAC.txt barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Autosave, Never [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Autosave, Never [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Autosave, ~Always [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Autosave, ~Always [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Border Regions, Disabled [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Border Regions, Disabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Border Regions, ~Enabled [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Border Regions, ~Enabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\DarkUIdDarNBAIN2022-48596-1-2-1664715073.7z - Wizard Tweak [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\DarkUIdDarNBAIN2022-48596-1-2-1664715073.7z - Wizard Tweak [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\DarN BAIN wizard-48596-1-0-1539843166.7z - Wizard Tweak [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\DarN BAIN wizard-48596-1-0-1539843166.7z - Wizard Tweak [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\DarN Font 1 - Default.ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\DarN Font 1 - Default.ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\DarN Fonts Normal.ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\DarN Fonts Normal.ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Fonts 1, ~Default [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Fonts 1, ~Default [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Fonts, ~Default [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Fonts, ~Default [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Grass, Fade 4k-5k [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Grass, Fade 4k-5k [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Grass, ~Fade 2k-3k [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Grass, ~Fade 2k-3k [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Intro Movies, Disabled [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Intro Movies, Disabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Intro Movies, ~Normal [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Intro Movies, ~Normal [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Joystick, Disabled [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Joystick, Disabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Joystick, ~Enabled [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Joystick, ~Enabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Local Map Shader, Disabled [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Local Map Shader, Disabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Local Map Shader, ~Enabled [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Local Map Shader, ~Enabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Map Marker Overhaul-BAIN.7z - Wizard Tweak [Map Marker Overhaul].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Map Marker Overhaul-BAIN.7z - Wizard Tweak [Map Marker Overhaul].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Music, Disabled [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Music, Disabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Music, ~Enabled [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Music, ~Enabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Refraction Shader, Disabled [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Refraction Shader, Disabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Refraction Shader, ~Enabled [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Refraction Shader, ~Enabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Save Backups, 1 [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Save Backups, 1 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Save Backups, 2 [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Save Backups, 2 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Save Backups, 3 [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Save Backups, 3 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Save Backups, 5 [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Save Backups, 5 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Screenshot, Enabled [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Screenshot, Enabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Screenshot, ~Disabled [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Screenshot, ~Disabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\ShadowMapResolution, 1024 [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\ShadowMapResolution, 1024 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\ShadowMapResolution, ~256 [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\ShadowMapResolution, ~256 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Sound Card Channels, 128 [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Sound Card Channels, 128 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Sound Card Channels, 16 [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Sound Card Channels, 16 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Sound Card Channels, 192 [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Sound Card Channels, 192 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Sound Card Channels, 24 [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Sound Card Channels, 24 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Sound Card Channels, 48 [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Sound Card Channels, 48 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Sound Card Channels, 64 [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Sound Card Channels, 64 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Sound Card Channels, 8 [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Sound Card Channels, 8 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Sound Card Channels, 96 [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Sound Card Channels, 96 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Sound Card Channels, ~32 [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Sound Card Channels, ~32 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Sound, Disabled [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Sound, Disabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Sound, ~Enabled [Oblivion].ini <-- I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks\Sound, ~Enabled [Oblivion].ini __init__.py 1603 _initDB: Initializing BSAInfos __init__.py 1604 _initDB: store_dir: I:\Games\Bethesda Softworks\Oblivion\Data __init__.py 1605 _initDB: bash_dir: G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data\BSA Data __init__.py 1603 _initDB: Initializing ModInfos __init__.py 1604 _initDB: store_dir: I:\Games\Bethesda Softworks\Oblivion\Data __init__.py 1605 _initDB: bash_dir: G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data _games_lo.py 658 print_lo_paths: Using the following load order files: _games_lo.py 665 print_lo_paths: - Active plugins: C:\Users\*****\AppData\Local\Oblivion\plugins.txt __init__.py 1603 _initDB: Initializing SaveInfos __init__.py 1604 _initDB: store_dir: C:\Users\*****\Documents\My Games\Oblivion\Saves __init__.py 1605 _initDB: bash_dir: C:\Users\*****\Documents\My Games\Oblivion\Saves\Bash __init__.py 1603 _initDB: Initializing INIInfos __init__.py 1604 _initDB: store_dir: I:\Games\Bethesda Softworks\Oblivion\Data\INI Tweaks __init__.py 1605 _initDB: bash_dir: G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data\INI Data __init__.py 4361 InitVersion: Version changed, rescanning mergeability __init__.py 4363 InitVersion: Done rescanning mergeability __init__.py 3701 __init__: Constructing panel 'Installers' __init__.py 3711 __init__: Panel 'Installers' constructed successfully __init__.py 3701 __init__: Constructing panel 'Mods' __init__.py 3711 __init__: Panel 'Mods' constructed successfully __init__.py 3701 __init__: Constructing panel 'Saves' __init__.py 3711 __init__: Panel 'Saves' constructed successfully __init__.py 3701 __init__: Constructing panel 'INI Edits' __init__.py 3711 __init__: Panel 'INI Edits' constructed successfully __init__.py 3701 __init__: Constructing panel 'Screenshots' __init__.py 1603 _initDB: Initializing ScreenInfos __init__.py 1604 _initDB: store_dir: I:\Games\Bethesda Softworks\Oblivion __init__.py 1605 _initDB: bash_dir: G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data\Screenshot Data __init__.py 3711 __init__: Panel 'Screenshots' constructed successfully checkers.py 182 scanModFile: No right and/or no left eye recorded in race Ogre, from mod TWMP Skyrim Alive.esp record_structs.py 590 loadData: Error loading ACRE record and/or subrecord: 01006F8F eid = None subrecord = XLOD subrecord size = 12 file pos = 60431 mod_files.py 250 load: Error in LandmarksOfCyrodiilLite.esp Traceback (most recent call last): File "bash\mod_files.py", line 227, in load File "bash\brec\record_groups.py", line 71, in load_rec_group File "bash\brec\record_groups.py", line 1677, in _load_rec_group File "bash\brec\record_groups.py", line 1339, in __init__ File "bash\brec\record_groups.py", line 1090, in __init__ File "bash\brec\record_groups.py", line 62, in __init__ File "bash\brec\record_groups.py", line 71, in load_rec_group File "bash\brec\record_groups.py", line 1417, in _load_rec_group File "bash\brec\record_groups.py", line 1363, in build_cell_block File "bash\brec\record_groups.py", line 783, in __init__ File "bash\brec\record_groups.py", line 62, in __init__ File "bash\brec\record_groups.py", line 71, in load_rec_group File "bash\brec\record_groups.py", line 819, in _load_rec_group File "bash\brec\record_structs.py", line 548, in __init__ File "bash\brec\record_structs.py", line 381, in __init__ File "bash\brec\record_structs.py", line 593, in loadData bash.exception.ModError: LandmarksOfCyrodiilLite.esp: Unexpected subrecord: ACRE.XLOD Edited April 25, 2023 by Psymon Link to comment Share on other sites More sharing options...
Psymon Posted April 25, 2023 Share Posted April 25, 2023 Nope ... even without Landmarks (which threw an error with 310 as described above. Thought removing it may be a success story for bashing with 311. Not the case. Here is the debug log for that: localize.py 74 setup_locale: cli_lang='' - cli_target='' - falling back to (en_US, cp1252) from getdefaultlocale localize.py 78 setup_locale: wx gave back en_US localize.py 125 setup_locale: Set wxPython locale to 'en_US' loot_parser.py 54 <module>: Using LibYAML-based parser doc_viewer.py 55 <module>: pdfviewer using PyMuPDF (GPL) bash.py 334 dump_environment: Using Wrye Bash Version 311.202304132031 (Standalone) OS info: Windows-10-10.0.19045-SP0, running on Intel64 Family 6 Model 23 Stepping 7, GenuineIntel Python version: 3.11.3 (tags/v3.11.3:f3909b8, Apr 4 2023, 23:49:59) [MSC v.1934 64 bit (AMD64)] Dependency versions: - chardet: 5.1.0 - ifileoperation: 1.2.3 - lxml: 4.9.2 - packaging: 23.0 - PyMuPDF: 1.21.1; bundled MuPDF version: 1.21.1 - python-lz4: 4.3.2; bundled LZ4 version: 1.9.4 - PyYAML: 6.0 - requests: 2.28.2 - websocket-client: 1.5.1 - wxPython: 4.2.1a1 msw (phoenix) wxWidgets 3.2.2 Input encoding: None; output encoding: utf-8 Filesystem encoding: utf-8 Command line: ['I:\\Games\\Bethesda Softworks\\Oblivion\\Mopy 311 Nightly\\Wrye Bash.exe'] bash.py 583 _import_bush_and_set_game: Searching for game to manage: bush.py 173 _supportedGames: The following games are supported by this version of Wrye Bash: - Enderal (Steam) - Nehrim (GOG, Steam) - Enderal Special Edition (GOG, Steam) - Fallout 4 VR (Steam) - Fallout 3 (EGS, Steam, WS) - Oblivion (GOG, Steam, WS) - Skyrim (Steam) - Skyrim Special Edition (EGS, GOG, Steam, WS) - Fallout 4 (Steam, WS) - Fallout New Vegas (Steam, WS) - Skyrim VR (Steam) - Morrowind (Steam, WS) Wrye Bash looked for installations of supported games in the following places: 1. Windows Registry: The following supported games were found via the registry: - Fallout 3: I:\SteamLibrary\steamapps\common\Fallout 3 goty - Oblivion (GOG): i:\games\bethesda softworks\oblivion - Skyrim Special Edition: I:\SteamLibrary\steamapps\common\Skyrim Special Edition Make sure to run the launcher of each game you installed through Steam once, otherwise Wrye Bash will not be able to find it. 2. Windows Store (Legacy): No supported games with modding enabled were found via the legacy Windows Store. 3. Windows Store: No supported games were found via the Windows Store. 4. Epic Games Store: No supported games were found via the Epic Games Store. bush.py 244 _detectGames: Detecting games via the -o argument, bash.ini and relative path: bush.py 266 __setGame: Using Oblivion (GOG) game: i:\games\bethesda softworks\oblivion patch_game.py 293 _import_records: <class 'bash.brec.common_records.AMreFlst'>: no melSet patch_game.py 293 _import_records: <class 'bash.brec.common_records.AMreImad'>: no melSet initialization.py 179 init_dirs: My Games location set to C:\Users\*****\Documents\My Games\Oblivion initialization.py 192 init_dirs: LocalAppData location set to C:\Users\*****\AppData\Local\Oblivion initialization.py 241 init_dirs: Game Mods location set to G:\Mod Database\.Installed\Oblivion Mods initialization.py 247 init_dirs: Bash Mod Data location set to G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data initialization.py 252 init_dirs: Installers location set to G:\Mod Database\.Installed\Oblivion Mods\Bash Installers initialization.py 254 init_dirs: Installers bash data location set to G:\Mod Database\.Installed\Oblivion Mods\Bash initialization.py 262 init_dirs: Checking if WB directories exist and creating them if needed: initialization.py 266 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data initialization.py 266 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash Installers initialization.py 266 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash Installers\Bain Converters initialization.py 266 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash Installers\Bain Converters\--Duplicates initialization.py 266 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash Installers\Bain Converters\--Corrupt initialization.py 266 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash initialization.py 266 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash\BSA Cache loot_parser.py 87 __init__: Using these LOOT paths: loot_parser.py 88 __init__: Masterlist: C:\Users\*****\AppData\Local\LOOT\games\Oblivion\masterlist.yaml loot_parser.py 89 __init__: Userlist: C:\Users\*****\AppData\Local\LOOT\games\Oblivion\userlist.yaml loot_parser.py 90 __init__: Taglist (fallback): I:\Games\Bethesda Softworks\Oblivion\Mopy 311 Nightly\taglists\Oblivion\taglist.yaml loot_parser.py 97 __init__: Initialized loot_parser, compatible with LOOT metadata v0.18 __init__.py 3695 initBosh: Looking for main game INI at C:\Users\*****\Documents\My Games\Oblivion\Oblivion.ini windows.py 1148 testUAC: Testing if game folder is UAC-protected __init__.py 1455 _initDB: Initializing BSAInfos __init__.py 1456 _initDB: store_dir: i:\games\bethesda softworks\oblivion\Data __init__.py 1457 _initDB: bash_dir: G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data\BSA Data __init__.py 1455 _initDB: Initializing ModInfos __init__.py 1456 _initDB: store_dir: i:\games\bethesda softworks\oblivion\Data __init__.py 1457 _initDB: bash_dir: G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data _games_lo.py 662 print_lo_paths: Using the following load order files: _games_lo.py 669 print_lo_paths: - Active plugins: C:\Users\*****\AppData\Local\Oblivion\plugins.txt __init__.py 1455 _initDB: Initializing SaveInfos __init__.py 1456 _initDB: store_dir: C:\Users\*****\Documents\My Games\Oblivion\Saves __init__.py 1457 _initDB: bash_dir: C:\Users\*****\Documents\My Games\Oblivion\Saves\Bash __init__.py 1455 _initDB: Initializing INIInfos __init__.py 1456 _initDB: store_dir: i:\games\bethesda softworks\oblivion\Data\INI Tweaks __init__.py 1457 _initDB: bash_dir: G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data\INI Data __init__.py 3902 __init__: Constructing panel 'Installers' __init__.py 3912 __init__: Panel 'Installers' constructed successfully __init__.py 3902 __init__: Constructing panel 'Mods' __init__.py 3912 __init__: Panel 'Mods' constructed successfully __init__.py 3902 __init__: Constructing panel 'Saves' __init__.py 3912 __init__: Panel 'Saves' constructed successfully __init__.py 3902 __init__: Constructing panel 'INI Edits' __init__.py 3912 __init__: Panel 'INI Edits' constructed successfully __init__.py 3902 __init__: Constructing panel 'Screenshots' __init__.py 1455 _initDB: Initializing ScreenInfos __init__.py 1456 _initDB: store_dir: i:\games\bethesda softworks\oblivion __init__.py 1457 _initDB: bash_dir: G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data\Screenshot Data __init__.py 3912 __init__: Panel 'Screenshots' constructed successfully bsa_files.py 697 _read_bsa_file: i:\games\bethesda softworks\oblivion\Data\WAC.bsa reports wrong folder names length 14668 - actual: 12918 (number of folders is 441) bsa_files.py 697 _read_bsa_file: i:\games\bethesda softworks\oblivion\Data\Rathunas01.bsa reports wrong folder names length 11361 - actual: 10514 (number of folders is 269) bsa_files.py 697 _read_bsa_file: i:\games\bethesda softworks\oblivion\Data\CRTRenewed.bsa reports wrong folder names length 2882 - actual: 2844 (number of folders is 98) patcher_dialog.py 278 _error: Exception during Bashed Patch building: Traceback (most recent call last): File "bash\basher\patcher_dialog.py", line 171, in PatchExecute File "bash\patcher\patch_files.py", line 435, in buildPatch File "bash\brec\record_groups.py", line 698, in keepRecords File "bash\brec\record_groups.py", line 518, in _call_super File "bash\brec\record_groups.py", line 441, in keepRecords File "bash\brec\record_groups.py", line 507, in _call_super File "bash\brec\record_groups.py", line 1188, in keepRecords AttributeError: 'NoneType' object has no attribute 'fid' Traceback (most recent call last): File "bash\gui\events.py", line 180, in _post File "bash\balt.py", line 704, in _conversation_wrapper File "bash\basher\patcher_dialog.py", line 171, in PatchExecute File "bash\patcher\patch_files.py", line 435, in buildPatch File "bash\brec\record_groups.py", line 698, in keepRecords File "bash\brec\record_groups.py", line 518, in _call_super File "bash\brec\record_groups.py", line 441, in keepRecords File "bash\brec\record_groups.py", line 507, in _call_super File "bash\brec\record_groups.py", line 1188, in keepRecords AttributeError: 'NoneType' object has no attribute 'fid' again spoiler tags not working well here. This rediting posts is annoying no end Link to comment Share on other sites More sharing options...
sibir Posted April 25, 2023 Share Posted April 25, 2023 1 hour ago, Psymon said: I can see the BSA errors but uncertain as to what it means and/or what to do about them. ALSO Are you guys involved with LOOT utility I think I saw Utumno and Sibir were associated ... somewhere. I've been using it and as I reported here it seems more up to date than BOSS, but I have questions and submissions ... and they are mounting. Where is best to report this kind of stuff. How does one earn sorting priviledges, etc. For the BSA errors, could you please provide links to the three BSAs? They could be broken, or it could be an error on WB's part. Regarding LOOT, Infernio & I are part of the team as masterlist maintainers, though Infernio has their hands full with WB. Feel free to check out our website, it has our docs, an FAQ, various useful articles, tutorials, & links to our forum thread (on this very site) & Discord server. Feel free to ask questions & submit metadata there. 52 minutes ago, Psymon said: So I was wrong. the plugin LandmarksOfCyrodiilLite.esp is not working well with even Wrye Bash 310. Could you please provide a link to this plugin? It might be broken, or WB's record definitions might be incomplete. 22 minutes ago, Psymon said: Traceback (most recent call last): File "bash\gui\events.py", line 180, in _post File "bash\balt.py", line 704, in _conversation_wrapper File "bash\basher\patcher_dialog.py", line 171, in PatchExecute File "bash\patcher\patch_files.py", line 435, in buildPatch File "bash\brec\record_groups.py", line 698, in keepRecords File "bash\brec\record_groups.py", line 518, in _call_super File "bash\brec\record_groups.py", line 441, in keepRecords File "bash\brec\record_groups.py", line 507, in _call_super File "bash\brec\record_groups.py", line 1188, in keepRecords AttributeError: 'NoneType' object has no attribute 'fid' For this traceback, please narrow it down to a patcher & mod causing it. To do this, first, you need to disable patchers (e.g., Import Actors, Import Inventory) until it stops (you can do this in batches to speed up the process). Then, enable only that patcher & uncheck mods listed in it until it stops again. Finally, make sure to confirm that only having that patcher & mod checked causes the traceback. Once you do, please report the patcher & provide a link to the mod causing it so that the devs can investigate. Link to comment Share on other sites More sharing options...
Psymon Posted April 25, 2023 Share Posted April 25, 2023 The three BSA were from Rathunas & Cloud Ruler Temple Alive. WAC.bsa is complicated. The bsa is from Waalx ... long since gone from the scene. but the esp trying to reference it is from WAC integration. It was not renamed to my knowledge/memory as there is another mod, Maskar's I think has one either rename the bsa or make a fake esp to load it. WAC integration is ready to go out of the box ... provided it has the original bsa from waalx. then LandmarksOfCyrodiilLite.esp LOOT feedback only on Discord? ... I'll think about it. TWMP set if mods need work. that much I'll say here. Many mods are ordered such that the mods end up wuth their expected parents out of order. Not the esm the esp. There is a lot of that even with newer mods. I know probably the mod authors being sloppy/clever is part of this. I cannot promise a reply to the above error ... keep in mind it takes me 15-20 mins to make a bashed patch with this load order, which is what ... 253 plugins, +100+ more merged into the bashed patch, plus most of the OBSE stuff. While it is true that it is all BAIN beautiful ... I mean c'mon man .... can you narrow down this process a bit more. Like what should I look at disabling first/last? Some kind of rubric or pattern to follow with that. By patcher I think you mean all the bashed patch options too? This could balloon into a few weeks of my available game time just to chase this down and then make it replicatable. Then on top of that ... so far each failure leads to having no working bashed patch, so I can't do any other kind of ingame testing, which right now is kind of my goal. I can promise that if I gain insight or find any kind of solution to this ,,, or you have more specific suggestions or directions..I'm all ears, but until then ... back to 310. I will be swapping out a bunch of mods again after mapping the current set, that could take more than a week though. So apologies but ... time and priorities. When I do I will again test out 311 and with any major revisions in load order. That I realize may not help much, but it may shed light on what the issue is because obviously some of the load order isn't going to change. My suspect though is BC and it will come out soonest. already tonight ... 6 hours of this stuff. And not one minute of play. Link to comment Share on other sites More sharing options...
sibir Posted April 25, 2023 Share Posted April 25, 2023 (edited) 1 hour ago, Psymon said: LOOT feedback only on Discord? Nope, you can use the forum thread linked to on the website as well. There's also the issue trackers for each masterlist repository on GitHub & the Posts section of LOOT's Nexus Mods page, whichever one works best for you. Discord is the easiest in my opinion, but YMMV. 1 hour ago, Psymon said: can you narrow down this process a bit more. Like what should I look at disabling first/last? Some kind of rubric or pattern to follow with that. By patcher I think you mean all the bashed patch options too? Yeah, the options (called patchers) in the Bashed Patch building dialog, including tweaks & other miscellaneous options. Someone else reported the same traceback a little while ago, but they haven't gotten back to the devs with something they could replicate yet. They apparently experienced it with the Merge Patches option, so try only enabling that one first. Otherwise, I'm not aware of any way of knowing what patcher & mod are causing it with manually narrowing it down. Disabling by halves (i.e., disable half of the patchers, see if the traceback happens, repeat with whichever half has the traceback until you're down to one, same with the mods) is probably the quickest way, & the less patchers that are active, the faster your BP will build. Edited April 25, 2023 by sibir Additional instructions Link to comment Share on other sites More sharing options...
Psymon Posted May 3, 2023 Share Posted May 3, 2023 (edited) OK ... I'm back at this. I think I narrowed down the mod and it is as I suspected: Better Cities related. Most likely a UL patch for BC. I will list the plugins I was using but details first. To begin with as far as seeing better cities through to whatever bug issues it has with Wrye Bash... I've no interest. I put BC in to map it out and see what I had that was compatible with it. What I noticed was extreme drops in performance constant ctds and the like. Not all areas of the game .. mostly around the IC. I've no continued interest in using the mod in my own playthrough and present the information here as it was requested and so on. This is a bear to nail down for sure and it is all the more frustrating as I'm being asked to repeatedly test a load order that in my mind doesn't work to begin with. I figured it might be BC as that was the last big mod I put in that caused those issues. Here is how I tested this. Just using Wrye Bash 311 that was linked above for me to grab - I did a scorched earth approach of disabling all WB tweaks and stuff in building the bashed patch except leveled list. Worked! Ok then with just leveled list and merged patches ... and then boom same error. So then no merging patches and it worked without issue. One aspect of the error that maybe I didn't report before when trying to merge plugins was a pop up which I will attach as an image. It basically is saying 'none type' object has no attribute 'fid'. No idea which exact plugin. But here are the best suspects. There is a patch in the mod Shipping in Cyrodiil Layawiin canal edition called Shipping_BC-patch.esp. wrye bash after bashing the patch informed me that it skipped world orphans and I should clean them. Well that I did previously and repackaged the cleaned mod in with my Shipping mod. By the way ... I've no plan to continue using that mod either and was mostly checking it out and mapping it. That is my top suspect there. Otherwise with BC what I had been doing was first off for sure using 6.2.3. Next I had opted for Better cities FULL.esp Better Cities - IC Imperial Isle.esp Better Imperial City.esp As well as patches for Reclaiming Sancre Tor, ICExpand, UOP, Oblivion Uncut, order of the Dragon, Oblivifall losing my religion, and roads of cyrodiil (another mod I may not keep). As for the UL patches ... I chose the UL with all but chorrol hinterland unified version. The BAIN package for it then chooses the patches to include. What I will do is attach as images that window from Wrye Bash. Again what I can confirm is taking BC out and problems went away. If you want to test each of those plugins .. have at it. It is very diminishing returns for me to invest time with. Apologies if not detailed enough. Or if you have limited retesting ... you can ask Oh here is the log from the last failure: 6x666localize.py 74 setup_locale: cli_lang='' - cli_target='' - falling back to (en_US, cp1252) from getdefaultlocale localize.py 78 setup_locale: wx gave back en_US localize.py 125 setup_locale: Set wxPython locale to 'en_US' loot_parser.py 54 <module>: Using LibYAML-based parser doc_viewer.py 55 <module>: pdfviewer using PyMuPDF (GPL) bash.py 334 dump_environment: Using Wrye Bash Version 311.202304132031 (Standalone) OS info: Windows-10-10.0.19045-SP0, running on Intel64 Family 6 Model 23 Stepping 7, GenuineIntel Python version: 3.11.3 (tags/v3.11.3:f3909b8, Apr 4 2023, 23:49:59) [MSC v.1934 64 bit (AMD64)] Dependency versions: - chardet: 5.1.0 - ifileoperation: 1.2.3 - lxml: 4.9.2 - packaging: 23.0 - PyMuPDF: 1.21.1; bundled MuPDF version: 1.21.1 - python-lz4: 4.3.2; bundled LZ4 version: 1.9.4 - PyYAML: 6.0 - requests: 2.28.2 - websocket-client: 1.5.1 - wxPython: 4.2.1a1 msw (phoenix) wxWidgets 3.2.2 Input encoding: None; output encoding: utf-8 Filesystem encoding: utf-8 Command line: ['I:\\Games\\Bethesda Softworks\\Oblivion\\Mopy 311 Nightly\\Wrye Bash.exe'] bash.py 583 _import_bush_and_set_game: Searching for game to manage: bush.py 173 _supportedGames: The following games are supported by this version of Wrye Bash: - Fallout 4 VR (Steam) - Nehrim (GOG, Steam) - Skyrim (Steam) - Skyrim VR (Steam) - Oblivion (GOG, Steam, WS) - Enderal Special Edition (GOG, Steam) - Morrowind (Steam, WS) - Skyrim Special Edition (EGS, GOG, Steam, WS) - Fallout 3 (EGS, Steam, WS) - Fallout New Vegas (Steam, WS) - Enderal (Steam) - Fallout 4 (Steam, WS) Wrye Bash looked for installations of supported games in the following places: 1. Windows Registry: The following supported games were found via the registry: - Fallout 3: I:\SteamLibrary\steamapps\common\Fallout 3 goty - Oblivion (GOG): i:\games\bethesda softworks\oblivion - Skyrim Special Edition: I:\SteamLibrary\steamapps\common\Skyrim Special Edition Make sure to run the launcher of each game you installed through Steam once, otherwise Wrye Bash will not be able to find it. 2. Windows Store (Legacy): No supported games with modding enabled were found via the legacy Windows Store. 3. Windows Store: No supported games were found via the Windows Store. 4. Epic Games Store: No supported games were found via the Epic Games Store. bush.py 244 _detectGames: Detecting games via the -o argument, bash.ini and relative path: bush.py 266 __setGame: Using Oblivion (GOG) game: i:\games\bethesda softworks\oblivion patch_game.py 293 _import_records: <class 'bash.brec.common_records.AMreFlst'>: no melSet patch_game.py 293 _import_records: <class 'bash.brec.common_records.AMreImad'>: no melSet initialization.py 179 init_dirs: My Games location set to C:\Users\*****\Documents\My Games\Oblivion initialization.py 192 init_dirs: LocalAppData location set to C:\Users\*****\AppData\Local\Oblivion initialization.py 241 init_dirs: Game Mods location set to G:\Mod Database\.Installed\Oblivion Mods initialization.py 247 init_dirs: Bash Mod Data location set to G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data initialization.py 252 init_dirs: Installers location set to G:\Mod Database\.Installed\Oblivion Mods\Bash Installers initialization.py 254 init_dirs: Installers bash data location set to G:\Mod Database\.Installed\Oblivion Mods\Bash initialization.py 262 init_dirs: Checking if WB directories exist and creating them if needed: initialization.py 266 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data initialization.py 266 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash Installers initialization.py 266 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash Installers\Bain Converters initialization.py 266 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash Installers\Bain Converters\--Duplicates initialization.py 266 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash Installers\Bain Converters\--Corrupt initialization.py 266 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash initialization.py 266 init_dirs: - G:\Mod Database\.Installed\Oblivion Mods\Bash\BSA Cache loot_parser.py 87 __init__: Using these LOOT paths: loot_parser.py 88 __init__: Masterlist: C:\Users\*****\AppData\Local\LOOT\games\Oblivion\masterlist.yaml loot_parser.py 89 __init__: Userlist: C:\Users\*****\AppData\Local\LOOT\games\Oblivion\userlist.yaml loot_parser.py 90 __init__: Taglist (fallback): I:\Games\Bethesda Softworks\Oblivion\Mopy 311 Nightly\taglists\Oblivion\taglist.yaml loot_parser.py 97 __init__: Initialized loot_parser, compatible with LOOT metadata v0.18 __init__.py 3695 initBosh: Looking for main game INI at C:\Users\*****\Documents\My Games\Oblivion\Oblivion.ini windows.py 1148 testUAC: Testing if game folder is UAC-protected barb.py 150 backup_settings: barb.py 151 backup_settings: BACKUP BASH SETTINGS: G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data\Backup Bash Settings Oblivion (2023-05-03 01.32.30) v310-311.202304132031.7z barb.py 163 _backup_settings: Oblivion\Mopy\bash.ini <-- I:\Games\Bethesda Softworks\Oblivion\Mopy 311 Nightly\bash.ini barb.py 163 _backup_settings: Oblivion\Data\Docs\wtxt_teal.css <-- i:\games\bethesda softworks\oblivion\Data\Docs\wtxt_teal.css barb.py 163 _backup_settings: Oblivion\Data\Docs\wtxt_sand_small.css <-- i:\games\bethesda softworks\oblivion\Data\Docs\wtxt_sand_small.css barb.py 163 _backup_settings: Oblivion\Data\Docs\Bash Readme Template.html <-- i:\games\bethesda softworks\oblivion\Data\Docs\Bash Readme Template.html barb.py 163 _backup_settings: Oblivion\Data\Docs\Bash Readme Template.txt <-- i:\games\bethesda softworks\oblivion\Data\Docs\Bash Readme Template.txt barb.py 163 _backup_settings: Oblivion Mods\Bash Mod Data\Table.dat.bak <-- G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data\Table.dat.bak barb.py 163 _backup_settings: Oblivion Mods\Bash Mod Data\Table.dat <-- G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data\Table.dat barb.py 163 _backup_settings: Oblivion Mods\Bash Mod Data\INI Data\Table.dat.bak <-- G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data\INI Data\Table.dat.bak barb.py 163 _backup_settings: Oblivion Mods\Bash Mod Data\INI Data\Table.dat <-- G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data\INI Data\Table.dat barb.py 163 _backup_settings: Oblivion Mods\Bash Installers\Bash\Converters.dat.bak <-- G:\Mod Database\.Installed\Oblivion Mods\Bash\Converters.dat.bak barb.py 163 _backup_settings: Oblivion Mods\Bash Installers\Bash\Converters.dat <-- G:\Mod Database\.Installed\Oblivion Mods\Bash\Converters.dat barb.py 163 _backup_settings: Oblivion Mods\Bash Installers\Bash\Installers.dat.bak <-- G:\Mod Database\.Installed\Oblivion Mods\Bash\Installers.dat.bak barb.py 163 _backup_settings: Oblivion Mods\Bash Installers\Bash\Installers.dat <-- G:\Mod Database\.Installed\Oblivion Mods\Bash\Installers.dat barb.py 163 _backup_settings: My Games\Oblivion\BashProfiles.dat <-- C:\Users\*****\Documents\My Games\Oblivion\BashProfiles.dat barb.py 163 _backup_settings: My Games\Oblivion\BashSettings.dat.bak <-- C:\Users\*****\Documents\My Games\Oblivion\BashSettings.dat.bak barb.py 163 _backup_settings: My Games\Oblivion\BashLoadOrders.dat <-- C:\Users\*****\Documents\My Games\Oblivion\BashLoadOrders.dat barb.py 163 _backup_settings: My Games\Oblivion\BashLoadOrders.dat.bak <-- C:\Users\*****\Documents\My Games\Oblivion\BashLoadOrders.dat.bak barb.py 163 _backup_settings: My Games\Oblivion\BashProfiles.dat.bak <-- C:\Users\*****\Documents\My Games\Oblivion\BashProfiles.dat.bak barb.py 163 _backup_settings: My Games\Oblivion\BashSettings.dat <-- C:\Users\*****\Documents\My Games\Oblivion\BashSettings.dat barb.py 163 _backup_settings: Oblivion\Mopy\bash\l10n\de_DE.mo <-- I:\Games\Bethesda Softworks\Oblivion\Mopy 311 Nightly\bash\l10n\de_DE.mo barb.py 163 _backup_settings: Oblivion\Mopy\bash\l10n\de_DE.po <-- I:\Games\Bethesda Softworks\Oblivion\Mopy 311 Nightly\bash\l10n\de_DE.po barb.py 163 _backup_settings: Oblivion\Mopy\bash\l10n\it_IT.po <-- I:\Games\Bethesda Softworks\Oblivion\Mopy 311 Nightly\bash\l10n\it_IT.po barb.py 163 _backup_settings: Oblivion\Mopy\bash\l10n\ja_JP.po <-- I:\Games\Bethesda Softworks\Oblivion\Mopy 311 Nightly\bash\l10n\ja_JP.po barb.py 163 _backup_settings: Oblivion\Mopy\bash\l10n\pt_BR.po <-- I:\Games\Bethesda Softworks\Oblivion\Mopy 311 Nightly\bash\l10n\pt_BR.po barb.py 163 _backup_settings: Oblivion\Mopy\bash\l10n\ru_RU.po <-- I:\Games\Bethesda Softworks\Oblivion\Mopy 311 Nightly\bash\l10n\ru_RU.po barb.py 163 _backup_settings: Oblivion\Mopy\bash\l10n\zh_CN.po <-- I:\Games\Bethesda Softworks\Oblivion\Mopy 311 Nightly\bash\l10n\zh_CN.po barb.py 163 _backup_settings: Oblivion\Mopy\bash\l10n\zh_TW.po <-- I:\Games\Bethesda Softworks\Oblivion\Mopy 311 Nightly\bash\l10n\zh_TW.po barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Assorted to Cobl.csv <-- i:\games\bethesda softworks\oblivion\Data\Bash Patches\Assorted to Cobl.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Assorted_Exhaust.csv <-- i:\games\bethesda softworks\oblivion\Data\Bash Patches\Assorted_Exhaust.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Bash_Groups.csv <-- i:\games\bethesda softworks\oblivion\Data\Bash Patches\Bash_Groups.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Bash_MFact.csv <-- i:\games\bethesda softworks\oblivion\Data\Bash Patches\Bash_MFact.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Cobl Rules.txt <-- i:\games\bethesda softworks\oblivion\Data\Bash Patches\Cobl Rules.txt barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Crowded Cities 15_Alternate_Names.csv <-- i:\games\bethesda softworks\oblivion\Data\Bash Patches\Crowded Cities 15_Alternate_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Crowded Cities 15_Names.csv <-- i:\games\bethesda softworks\oblivion\Data\Bash Patches\Crowded Cities 15_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Crowded Cities 30_Alternate_Names.csv <-- i:\games\bethesda softworks\oblivion\Data\Bash Patches\Crowded Cities 30_Alternate_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Crowded Cities 30_Names.csv <-- i:\games\bethesda softworks\oblivion\Data\Bash Patches\Crowded Cities 30_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Crowded Roads Revamped_Names.csv <-- i:\games\bethesda softworks\oblivion\Data\Bash Patches\Crowded Roads Revamped_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Crowded Roads Revisited_Alternate_Names.csv <-- i:\games\bethesda softworks\oblivion\Data\Bash Patches\Crowded Roads Revisited_Alternate_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Crowded Roads Revisited_Names.csv <-- i:\games\bethesda softworks\oblivion\Data\Bash Patches\Crowded Roads Revisited_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Guard_Names.csv <-- i:\games\bethesda softworks\oblivion\Data\Bash Patches\Guard_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Kmacg94_Exhaust.csv <-- i:\games\bethesda softworks\oblivion\Data\Bash Patches\Kmacg94_Exhaust.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\OOO, 1.23 Mincapped_NPC_Levels.csv <-- i:\games\bethesda softworks\oblivion\Data\Bash Patches\OOO, 1.23 Mincapped_NPC_Levels.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\OOO, 1.23 Uncapped_NPC_Levels.csv <-- i:\games\bethesda softworks\oblivion\Data\Bash Patches\OOO, 1.23 Uncapped_NPC_Levels.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\P1DCandles_Formids.csv <-- i:\games\bethesda softworks\oblivion\Data\Bash Patches\P1DCandles_Formids.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\PTRoamingNPCs_Names.csv <-- i:\games\bethesda softworks\oblivion\Data\Bash Patches\PTRoamingNPCs_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\Rational_Names.csv <-- i:\games\bethesda softworks\oblivion\Data\Bash Patches\Rational_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\ShiveringIsleTravellers_Names.csv <-- i:\games\bethesda softworks\oblivion\Data\Bash Patches\ShiveringIsleTravellers_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\taglist.txt <-- i:\games\bethesda softworks\oblivion\Data\Bash Patches\taglist.txt barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\TamrielTravellers_Names.csv <-- i:\games\bethesda softworks\oblivion\Data\Bash Patches\TamrielTravellers_Names.csv barb.py 163 _backup_settings: Oblivion\Data\Bash Patches\TI to Cobl_Formids.csv <-- i:\games\bethesda softworks\oblivion\Data\Bash Patches\TI to Cobl_Formids.csv barb.py 163 _backup_settings: Oblivion\Data\BashTags\WAC.txt <-- i:\games\bethesda softworks\oblivion\Data\BashTags\WAC.txt barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Autosave, Never [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Autosave, Never [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Autosave, ~Always [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Autosave, ~Always [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Border Regions, Disabled [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Border Regions, Disabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Border Regions, ~Enabled [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Border Regions, ~Enabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\DarkUIdDarNBAIN2022-48596-1-2-1664715073.7z - Wizard Tweak [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\DarkUIdDarNBAIN2022-48596-1-2-1664715073.7z - Wizard Tweak [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\DarN BAIN wizard-48596-1-0-1539843166.7z - Wizard Tweak [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\DarN BAIN wizard-48596-1-0-1539843166.7z - Wizard Tweak [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\DarN Font 1 - Default.ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\DarN Font 1 - Default.ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\DarN Fonts Normal.ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\DarN Fonts Normal.ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Fonts 1, ~Default [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Fonts 1, ~Default [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Fonts, ~Default [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Fonts, ~Default [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Grass, Fade 4k-5k [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Grass, Fade 4k-5k [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Grass, ~Fade 2k-3k [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Grass, ~Fade 2k-3k [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Intro Movies, Disabled [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Intro Movies, Disabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Intro Movies, ~Normal [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Intro Movies, ~Normal [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Joystick, Disabled [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Joystick, Disabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Joystick, ~Enabled [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Joystick, ~Enabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Local Map Shader, Disabled [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Local Map Shader, Disabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Local Map Shader, ~Enabled [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Local Map Shader, ~Enabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Map Marker Overhaul-BAIN.7z - Wizard Tweak [Map Marker Overhaul].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Map Marker Overhaul-BAIN.7z - Wizard Tweak [Map Marker Overhaul].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Music, Disabled [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Music, Disabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Music, ~Enabled [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Music, ~Enabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Refraction Shader, Disabled [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Refraction Shader, Disabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Refraction Shader, ~Enabled [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Refraction Shader, ~Enabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Save Backups, 1 [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Save Backups, 1 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Save Backups, 2 [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Save Backups, 2 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Save Backups, 3 [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Save Backups, 3 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Save Backups, 5 [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Save Backups, 5 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Screenshot, Enabled [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Screenshot, Enabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Screenshot, ~Disabled [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Screenshot, ~Disabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\ShadowMapResolution, 1024 [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\ShadowMapResolution, 1024 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\ShadowMapResolution, ~256 [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\ShadowMapResolution, ~256 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Sound Card Channels, 128 [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Sound Card Channels, 128 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Sound Card Channels, 16 [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Sound Card Channels, 16 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Sound Card Channels, 192 [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Sound Card Channels, 192 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Sound Card Channels, 24 [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Sound Card Channels, 24 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Sound Card Channels, 48 [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Sound Card Channels, 48 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Sound Card Channels, 64 [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Sound Card Channels, 64 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Sound Card Channels, 8 [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Sound Card Channels, 8 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Sound Card Channels, 96 [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Sound Card Channels, 96 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Sound Card Channels, ~32 [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Sound Card Channels, ~32 [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Sound, Disabled [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Sound, Disabled [Oblivion].ini barb.py 163 _backup_settings: Oblivion\Data\INI Tweaks\Sound, ~Enabled [Oblivion].ini <-- i:\games\bethesda softworks\oblivion\Data\INI Tweaks\Sound, ~Enabled [Oblivion].ini __init__.py 1455 _initDB: Initializing BSAInfos __init__.py 1456 _initDB: store_dir: i:\games\bethesda softworks\oblivion\Data __init__.py 1457 _initDB: bash_dir: G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data\BSA Data __init__.py 1455 _initDB: Initializing ModInfos __init__.py 1456 _initDB: store_dir: i:\games\bethesda softworks\oblivion\Data __init__.py 1457 _initDB: bash_dir: G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data _games_lo.py 662 print_lo_paths: Using the following load order files: _games_lo.py 669 print_lo_paths: - Active plugins: C:\Users\*****\AppData\Local\Oblivion\plugins.txt __init__.py 1455 _initDB: Initializing SaveInfos __init__.py 1456 _initDB: store_dir: C:\Users\*****\Documents\My Games\Oblivion\Saves __init__.py 1457 _initDB: bash_dir: C:\Users\*****\Documents\My Games\Oblivion\Saves\Bash __init__.py 1455 _initDB: Initializing INIInfos __init__.py 1456 _initDB: store_dir: i:\games\bethesda softworks\oblivion\Data\INI Tweaks __init__.py 1457 _initDB: bash_dir: G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data\INI Data __init__.py 4568 InitVersion: Version changed, rescanning mergeability __init__.py 4570 InitVersion: Done rescanning mergeability __init__.py 3902 __init__: Constructing panel 'Installers' __init__.py 3912 __init__: Panel 'Installers' constructed successfully __init__.py 3902 __init__: Constructing panel 'Mods' __init__.py 3912 __init__: Panel 'Mods' constructed successfully __init__.py 3902 __init__: Constructing panel 'Saves' __init__.py 3912 __init__: Panel 'Saves' constructed successfully __init__.py 3902 __init__: Constructing panel 'INI Edits' __init__.py 3912 __init__: Panel 'INI Edits' constructed successfully __init__.py 3902 __init__: Constructing panel 'Screenshots' __init__.py 1455 _initDB: Initializing ScreenInfos __init__.py 1456 _initDB: store_dir: i:\games\bethesda softworks\oblivion __init__.py 1457 _initDB: bash_dir: G:\Mod Database\.Installed\Oblivion Mods\Bash Mod Data\Screenshot Data __init__.py 3912 __init__: Panel 'Screenshots' constructed successfully patcher_dialog.py 278 _error: Exception during Bashed Patch building: Traceback (most recent call last): File "bash\basher\patcher_dialog.py", line 171, in PatchExecute File "bash\patcher\patch_files.py", line 435, in buildPatch File "bash\brec\record_groups.py", line 698, in keepRecords File "bash\brec\record_groups.py", line 518, in _call_super File "bash\brec\record_groups.py", line 441, in keepRecords File "bash\brec\record_groups.py", line 507, in _call_super File "bash\brec\record_groups.py", line 1188, in keepRecords AttributeError: 'NoneType' object has no attribute 'fid' Traceback (most recent call last): File "bash\gui\events.py", line 180, in _post File "bash\balt.py", line 704, in _conversation_wrapper File "bash\basher\patcher_dialog.py", line 171, in PatchExecute File "bash\patcher\patch_files.py", line 435, in buildPatch File "bash\brec\record_groups.py", line 698, in keepRecords File "bash\brec\record_groups.py", line 518, in _call_super File "bash\brec\record_groups.py", line 441, in keepRecords File "bash\brec\record_groups.py", line 507, in _call_super File "bash\brec\record_groups.py", line 1188, in keepRecords AttributeError: 'NoneType' object has no attribute 'fid' [edit] Oh and to clarify ,,, Better cities without any merged patches worked, but who wants that? Edited May 3, 2023 by Psymon Link to comment Share on other sites More sharing options...
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