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About Pabulum

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  • Birthday December 18

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  1. Wrye Bash - All Games

    1) The patches actually don't have a Form Version at all. I think it was fixed in the bleeding edge code, but you need to install Python to use it. 2) Probably. They (Arthmoor) say that a Form Version other than 44 in SSE will corrupt saves. 3) It was discussed a few pages back, but you are forgiven in my book.
  2. Wrye Bash - All Games

    The former is fixed. Wrye Bash (Special Edition) now doesn't want to recognize save headers. It was working perfectly fine in the previous build. Time for the details: Here's a line from the bug dump (I have almost 500 saves and all of them have the same error, so one would probably be enough): __init__.pyo 1427 refresh: Failed to load Save157_B7063C41_1_4B616964656E_Tamriel_002030_20170801030653_17_1.ess: Save game masters size (-244384) not as expected (1478). @Utumno This should probably be fixed ASAP, but I'll leave that up to you.
  3. [RELz] Mertz's WizBAIN thread

    FOMod is a more complex mod installation script/method that doesn't really require a specific file structure and it's fairly straightforward to create a fully-working one. It was originally a feature in Fallout Mod Manager, and was integrated into NMM. BAIN is more difficult to write a script for and requires a specific structure, unless you write a BCF to convert the structure to one the Bash can read. It was largely used for Oblivion mods alongside OMODs before NMM was released. After NMM, it was largely phased out in favor of FOMods, which, like I said before, can handle complex structures. Only Wrye Bash can handle BAIN wizards right now. It's also the only installation script Bash can handle, but I expect at some point it'll be able to read FOMods as well with the Fall/Autumn Creator's Update reportedly breaking Mod Organizer's VFS functionality (and NMM is a piece of crap in its current state). If anyone else has a better explanation, please post it. I don't really know anything technical about either one.
  4. [RELz] Mertz's WizBAIN thread

    Thanks for fixing it!
  5. [RELz] Mertz's WizBAIN thread

    When choosing the brighter metal option in the SMIM 2.05 wizard, it'll throw this error: An error occurred in the wizard script: Line 356: SelectSubPackage '4 Imperial Jail Brighter Metal' Error: (Line 356, Column 55): Sub-package '4 Imperial Jail Brighter Metal' is not a part of the installer. It should be "54 Imperial Jail Brighter Metal" instead of "4 Imperial Jail Brighter Metal".
  6. I'm pretty iffy about Crash fixes and it seems like a false positive to me. There probably isn't anything wrong, either.
  7. Wrye Bash - All Games

    Looks like it from those links @zilav provided.
  8. Oldrim to special edition help?

    It's CreationKit.ini.
  9. That's how it works in the Special Edition.
  10. USSEP 4.07

    A few of the developers were probably from the UK and Australia, which explains some of the grammar in item names and dialogue. From my knowledge, "Chris' " is correct in American English, and "Chris's" is just a way it is preferred in certain versions of the English language. American English differs in quite a few ways from other forms of English (UK, AU, Canada, etc). Even in certain parts of the US it differs. Pronunciation changes depending on region, country, and what the language derives from.
  11. Oblivion Gates Remade

    Version 1.0.4


    The Oblivion Crisis started with the Sack of Kvatch in 3E 433, which the Champion of Cyrodiil helped take back with assistance from the guards. That same year, Mehrunes Dagon opened multiple Oblivion Gates throughout the continent of Tamriel. It ended that same year, starting the 4th era. It was also said to have hit the province of Skyrim rather hard, with various gates opening up throughout to besiege Skyrim. They laid waste to the Old Holds (Winterhold, Eastmarch, The Rift, and The Pale). However, there is nothing remaining from that event a little over 200 years after. How could Skyrim's residents have dismantled the gates? Surely they couldn't get them all. This mod adds the gates throughout Skyrim, as a reminder of the Crisis. They also have some character added to them to make them feel like they've been around for over 200 years. MIRRORS Nexus Mods (PC) - http://www.nexusmods.com/skyrimspecialedition/mods/9040/? BethNet (Xbox One) - https://bethesda.net/en/mods/skyrim/mod-detail/4011336 INSTALLATION Wrye Bash Download the latest version manually. Move the archive into the Skyrim Special Edition Bash Installers folder. Run Wrye Bash and install the mod as you normally would. Make sure "Oblivion Gates Remade.esp" is enabled in the Mods tab! Manually Download the latest version manually. Unpack the downloaded archive. Move the unpacked files into the Skyrim Special Edition Data folder. Activate the plugin through a mod manager. After installing, run LOOT. COMPLEMENTARY MODS Oblivion Gates in Cities - Adds the gates in the 5 major cities. This is already included in his Open Cities mod. UNINSTALLATION Due to the way Skyrim was designed, any mod that is uninstalled mid-play has the potential to leave behind data in save games that can never be removed. Any mod that isn't a pure mesh/texture replacer can leave their data behind, causing it to be embedded in one's save. Scripts are counted among this, but it depends on how they were written. I will not provide support for anyone who uninstalls this mod and continues on with their game. Remove "Oblivion Gates Remade.esp" and "Oblivion Gates Remade.bsa" from the data folder. Click "Yes" to the missing files warning.
  12. Cutting Room Floor

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