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Bashed patch header count?


varenne

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Posted

Summary Question

Anyone here know how to update a Bashed Patch Header count? This appears when I open it via TES4Gecko, which may be why I can no longer open it in CS/E (see below*).

 

 

 

post-18672-0-89461700-1413981314_thumb.jpg

 

 

 

This I think is a result of removing or unticking the Merge/Add Race Records option prior to rebuilding my current Bashed Patch. This option looks to add missing hair, eyes, etc if they are not found for certain MODs.

 

 


post-18672-0-74823100-1413983757_thumb.jpg

 

 

This is resulting in weird unwanted changes, and that I've only recently discovered this being the root cause or source of this. For example, it has been adding vanilla Imperial eyes for some x117s, which is really bizarre as the ESMs/ESPs are correct and the meshes/textures are all there.

 

*The other issue is I can no longer review the Bashed Patch, o.esp in CS/E, it just goes into an endless timeout loop and never loads. Sad as I use that to review merges, etc.

 

Any way this is a rather complex and advanced Wrye question, hoping someone with that level of experience knows the answer or an answer to this.

Posted

I once had a wrong Header Count , load and save with CS fixed it. But if you can not load it in CS ..... ?? I do not know what you can do then.

 

Perhaps Tes4Edit: load Bashed esp, copy all entries in a new new esp ( copy as overwrite into), Close Tes4Edit(save). the new esp have the old Bash esp as master file.

Delete the old Bash esp master with Gecko. Rename the new esp "Bashed Patch, 0.esp".

 

Or Gecko: ??? are all funktions of Gecko not working? Can you merge the esp ? Create a empty esp (CS or Tes4Edit) and merge it with the Bashed esp.

 

 ( I do not know if it's faster to create a Bashed Patch )

 

Posted

Gecko is working and does load the Bashed Patch, 0.esp file, it just complains about the header count. I also suspect this is why CS/E won't load it. My last few save games also load with no issue and all of my x117 eyes are now correct. This issue has in fact been driving me freaking nuts for a month of Sundays!

 

I can always go back into Wrye, re-enable the Add Race Records option, and slowly untick each MOD that it is loading from and rebuild the Bashed Patch each time. Rather time consuming though.

 

I also suspect there is some deeper, yet undiscovered issue that Wrye cannot seem to find specific eyes and hairs. I've spent months doing massive cleanups of poorly authored MODs, replacing EIDs with correct ones, reviewing each and every MOD I have active in CS/E and have made major FPS improvements among other things, like scripts firing or triggering better.

 

Oh well, back to the investigation...

Posted

x117 dudes are hard-wired into Bash. Their editor ID must start with "117" if you don't want the eyes to be jacked up all together. If "117" is found then Bash does not shuffle their eyes with normal eyes. Perhaps this could be one of the causes?

Posted

Could be, but I've managed to some how get around that. That does explain Bash replacing eyes for some with Vanilla eyes. Eyes are all now working for regular 117s and those that are actual Hiyokos, for now. Looking into Hairs next as they too seem to be at odds.

 

And just to mention this is not the normal bash tag merge for eyes, faces, hairs, etc. Those should not be a problem if they are active or enabled in WB. The Race Records option allows one to add MODs there and even if inactive it will attempt to find eyes for those MODs. Can cause issues, as it did for me.

 

Back to testing some theories for Hiyokos.

  • 1 month later...
Posted

Just a quick note that I was able to resolve this finally by rebuilding my standard Bashed Patch, 0.esp as a CBash file instead. I think it must overwrite it. Now TES4Gecko no longer complains about header count and I can once again open it via CS/E.

 

Updated & Tested

You can also then go back to a standard Bashed Patch, 0.esp since CBash is a BETA in Wrye Bash 295.5.

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