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HawkFest

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    Oblivion
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    Nethack and Oblivion

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  1. Hi, and thanks so much for an awesome tool for modders and gamers ! I never had any problem updating NMM up to 0.61.16, however the latest update "updating function" has a bug : it can't find the downloaded update and thus doesn't install it. From then on it won't automatically update anymore, since the last erroneous auto update already downloaded the file (but couldn't find it so as to actually do the update). Here's an image of the error pop-up: http://www.nexusmods.com/fallout4/images/29086/?
  2. I think I found what happened. In my case, it was after I've added body and face mods : If I load a cell without any NPC, no problem. But whenever there's an NPC, opening the container cell will throw out this message. After reading and tapping here and there in NifSkope and other forums, it looks like that Assert error is caused by Vertex colors in some NiTriShapeData node. Original nifs have no vertex colors used in any NiTriShapeData and no vertex color properties are used in Shader flags. It could also be consequent to full path textures (which is an error, one should always truncat efile path up to the textures folder). Thus, this problem can show itself not only with ENB, but also in many other situations involving new meshes/textures from some mod. Which means that actually, it doesn't have any impact over my mod, and I can ignore that message for my moding purposes (unless I explecitly use those "other mods" assets like nif or texture files creating this issue). Pressure going down...
  3. Mine was directed to the topic (instead of starting a another new thread about the same thing). Since this is a new page, here's the issue again : It's not related to ENB, any help or experience with this would be greatly appreciarted..
  4. As I wrote I don't have ENB but I get this problem since today.
  5. It hasn't been fixed. I get this exact error error only since today 2013-05-13, anytime I try to load an interior cell (by clicking twice on a cell in the Cell View Window in the CK), and I don't have ENB.
  6. It's a matter of taste and education : CBBE is DEFINITELY what you are describing with its abnormal boobs : idealizing another impossibility is pretty wrong, as too many women go to the surgeon because of that deviant fashion. Why are men so mean with their ladies? Too many of them are getting dumber and dumber, like spending gazillions of dollars at the surgeon just to feel normal... Deviant. But again it's a matter of taste so... I won't promote something that's only possible via plastic surgery. Ah that's why! As I wrote it's a matter of taste, and mostly of education... rotfl. ;)
  7. Or deactivate all your mods, try again to see if it works, and activate your mods one by one until you bump onto the culprit. On my side, the game crashes every time I exit the game.
  8. long time no see,how are you?
  9. I remember fumbling on a page (I don't remember if it was here or some affiliate site from a moder) where it is said that completely removing Oblivion for a total reinstall would involve more than just using the Windows "Add or Remove Programs" guizmo... But I'm not sure. Verify this by looking up/searching for "uninstall Oblivion". If it is the case, you'll still have to address the specific mod problem from which originated your global Oblivion Hula-hoop though... You should discuss the later issue directly within the mod's forum thread. Sorry, but I'm a newbie with Oblivion, so I can't tell you more... I just felt like answering about what I would "intuitively" do before excavating Oblivion's forums, since you had no reply to your request - yet. Good luck!
  10. What amazes me is that you didn't try a titles-only search in General Mod Talk. And what's even more amazing is that I get an answer... Which is not an answer (I've made a search by title btw, but isn't his thread entitled "How To Install Plugins/mods, The official thread"?)! ROTFL!... Raël must be behind all this... Heck we live in a world of amazements my friend! ;-) Anyways. I found how to do it myself, by playing the guessing/trial and error game (but I doubt that most gamers like to play this game, they'd prefer to play Oblivion instead of loosing their leisure time)... So i'll share into the following what I've found, for those who have the same amazing ignorance as I did ;-P... Using .omod files - Just download the Oblivion Mod Manager here, install and launch (thanks to Povuholo for the tip); at the bottom of the right panel, click the "Load" button and select the omod file you've downloaded. It will then appear in the right panel list. A more straightforward way is to do as mentioned by Povuholo : after installing OBMM, just double click on the .omod file so that OBMM launches by itself and automatically opens and activates the .omod file. The omod can be disabled later on by clicking the button "Deactivate". Voilà... Preventing conflicts from a newly installed mod before trying it in a game - More about OBMM. It could happen that a newly installed mod will make your game crash or make other mods behave differently than usual. As a simple example, it is the case when a mod uses the same map location as another mod, like when one mod tries to put a house where another mod assumes a camp, a forest, another house (...). The OBMM (Oblivion Mod Manager) application helps you to assert and respond to such a situation before actually trying the newly installed mod in a game. The left panel of OBMM shows esms and esps so that you can manage all the different installed modules, like reorganizing their loading sequence, activating/disabling those that are conflicting, etc... Btw, you can tell OBMM to show you all those modules that are conflicting, a great and easy way to verify what modules are "problematic", like causing game crashes or making other modules that were working well behave differently than normal : click the button "utilities" on the right side of OBMM's window, then select "New Conflict Detector" from the popup menu. The "Conflict Detector" dialog appears and gives you three choices you can select, the first one labelled "read EDIDS" is sufficient; then click "Test Active Mod" from that dialog. You can also put a check mark near "include main esm in result", but be patient as it will take more time to generate the report. When the report displays its list of Oblivion's activated modules (only those having a check mark in the main OBMM left panel), you'll see all those conflicting modules in red. You can then know with what other modules one mod is conflicting by clicking on it, or on the "+" sign until you get to a kind of code (usually what they call a "FormID") : clicking on that code will display the name(s) of the conflicting module(s) on the right panel of the report. All you need to do then after is to disable one or the other conflicting module within the main Oblivion Mod Manager window's left panel (activating or deactivating the check mark), and then "test active mod" again to verify that everything is ok. A list of more thorough tutorials about OBMM is available here For those wondering about .7z files... 7z is yet another file compression format, as ZIP and RAR can be : one file containing many files, like a box. As for .zip and .rar files, all you need is a tool for decompressing such a file (for opening the box), which will not only extract the many files included in that one 7z or zip or rar file, but will also automatically reproduce the correct file structure on your hard drive during the extraction process (folders/directories - but you should verify before hand, as it may be possible that you must extract the files manually - read on...). If you don't have any application on your computer which recognizes the 7z file format (WinRAR and Winzip do recognize that format), you can download and install the tool for extracting 7z files here. Usually, for Oblivion you should target the extraction to take place under the folder C:\Program Files\Bethesda Softworks\Oblivion\Data (here the drive C is considered, but it will be the drive under which you've installed Oblivion), unless specified otherwise by the author, or unless you notice that the folder structure within the compressed file does not assume the (...)Oblivion\Data folder as the root point for extraction (you should always verify before hand, and a simple way to positively do so is to note that the .esp and/or .esm files don't have any folder reference within the compressed 7z/zip/rar file). If this happens, you'll need to do the extraction manually via your 7z/zip/rar tool. For more detailed explanations about manual extraction techniques in regards to the distinct folders involved, follow the previous posts from the current thread. Important note about automatic extraction, when using the big Extract toolbar button from your decompression tool (found in 7z, Winrar, Winzip, etc.) - Make sure that within the dialog that pops-up after pushing that button (usually labelled "Extract"), an option permits you to use or keep the folder structure from the compressed file. It is then possible that during the extraction process, you'll get a warning message when a folder specified from the 7z/rar/zip file already exists on your hard drive, for example the music folder or the meshes folder, even if the files that are being extracted don't already exist within that folder on your hard drive. It is the case with the tool WinRAR, but not with WinZip (the later only tells you when a file you are trying to extract already exists on your drive and would thus get overwritten). In the case of WinRAR, just confirm the message about overwriting the folder - which is usually a false warning. If you use WinZip, no warning will pop-up unless the files already exist, so be advised and thoroughly follow the author's install procedure in this regards : if no mention is made about any file replacement, but files would actually get replaced if you confirm the warning message during extraction, then there must be a conflict with another module, so in that case, be prudent: cancel the process and do a manual extraction as mentioned in the previous paragraph...
  11. What amazes me is that it amazes you that many other people have discovered Oblivion after yourself, recently; it is that you seem to assume, via your "amazement" in regards to the contrary, that people have the same gaming and moding experience as do with Oblivion. What, are we stupid if we are newbies with Oblivion, should we feel guilt if we don't know how it works and thus looking for answers? Well I don't, all I feel is the need to LEARN about it from somewhere as in this forum... So too bad if that "amazes you", that's your problem man, not ours. Now with my question, and having a clear answer -which I did not find on this site, and if it is present it's not accessible in an easy manner-, having a clear answer as I said would permit me to stop your amazement : what is an omod file, and how can I install one? I've found many mods with the alternate omod, and every time I fumbled upon these, the only info I get is « the omod is recommended and takes less place and blablabla », and that's about it : no info and clear step-by-step about how to handle these files accompanying most omod versions, not even a link! Heck, for me a zip or 7z file is much more straightforward than an omod file and I don't even need any install instruction in regards to them, since they are used in many other context than gaming (if not all computing contexts) and they exist since many many years... But the only clear install descriptions I can find all relate to handling zip files, not omod files! THAT'S what amazes me... Thanks in advance... Or continue to be amazed! lol jk. ;-P
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