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QuanYin

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  1. "Not possible" isn't a thing here. "We're not gonna do it for some unfathomable reason that has nothing to do with technical capabilities, especially given the numerous OTHER updates to the site since the beginning" IS the thing. And its a thing common to lots of content providers out there who want us to pay them for what they want to give us and don't give a rat's about what we want/need. I'M LOOKIN' AT YOU, SPOTIFY, and HULU, and etc. Not giving us a reasonable UI is why I STILL don't pay for Spotify. Hiding is easy. It's a simple option to NOT display something in a list. First year programming students do it all the time. Just do it and then we'll all stop whinging at you.
  2. NMM doesn't even work with the vast majority of Oblivion mods - I won't touch it with a ten foot pole! Purportedly it works OK with Skyrim, though the way things have been going, I'm never going to get through Oblivion to even start on Skyrim. So far I've lost both save games to disk crashes. I suppose I shouldn't even be trying to start another game, as it seems that tolls the death knell for my hard drives, LOL!
  3. OK, off to take another stab at this. I saw a guy who's sig says he spends more time trying to get mods installed than he does playing the game. That is starting to feel true to me, LOL! EDIT - BACK! Well that cleared up another problem I was having, in the Installer tab, with little brown checkmarks on a yellow background in front of several archive files. COBL was the first thing after the patches, but apparently (as you so correctly pointed out) it has to be first in the list. All the weird little wrong-colored icons disappeared as soon as I moved it. I tried doing anneal all, re-running BOSS, re-building the BASH Patch, and looking again at the MODS tab, the red PLUS signs on the pink background remain. These are not documented in the BASH manual I found at When I try to add RAEVWD I get some of those brown checkmarks on pale yellow backgrounds on the Installation tab again. I assume something is in the wrong installation order, but as few things as I have in there, moving things around doesn't seem to help this time. It seems you have to know the order to install before you start. Same thing happens when I try to install QTP3. I can't find anything in the BASH documentation that comes in the zip what those brown PLUS signs mean in the Installers tab - or any PLUS mark at all, for that matter. The pale yellow background behind them purportedly means: "All the package files are installed, but some resource (ie. non-plugin) files are not identical (eg. another package has overwritten them with another version of the files)" No instructions for how, or even whether, to fix this situation. Plowing on ...
  4. As far as I can tell, Wrye BASH does nothing to automagically enforce a correct installation order. Whatever I drop on it, it installs last. So to get it to follow a particular installation order, apparently you would have to determine that before you start dropping mods on the Installers tab. By hand. Which I have been unable to find anything that explains just how you do that.
  5. Have you made your copy of Oblivion large address aware?
  6. Well I've got the patches installed. But when I try to install COBL v174 I end up with a bunch of red checkmarks in the MODS tab of BASH labeled "Item Interchange for xxx" Item Interchange - Extraction.esp Item Interchange - Placement.esp Item Interchange - Placement for Frostcrag.esp Item Interchange - Option, Ingredients in bulk.esp COBL Filter Late MERGE ONLY.esp All in green letters, Italics as noted. With a red plus sign icon in front, which if you click on it toggles between a red checkmark and a red plus. When I went to build the Bash Patch, it sucked DLCSpellTomes Unnofficial Patch.esp and COBL Tweaks - SI.esp into the merge, and those are now displayed with green plus signs next to them in the MODS tab of BASH. I did run BOSS and I have cleaned the DLC prior to this. Everything seemed normal-ish until I tried to add COBL. Did I break something?
  7. I've never had a mod not work after cleaning - unless it didn't work before, either. Since I downloaded nearly all stuff I've run before, I don't expect any problems between that stuff and TS4Edit, since I have always cleaned everything before installing it and I've been using mostly the same mods since 2011 (except for those that have fallen beside the wayside). I already know that there are some conflicts between some of my preferred mods, but there are patches for a lot of them, and I'll just have to perform triage as I go along for those that absolutely will not work together (if any). COBL is supposed to conflict with something else I wanted - but I'm pretty sure I've run them together in the past (whatever the other mod is that's supposed to conflict). If not, I'll have to give up on the other mod since I have several mods that I don't want to do without that rely on COBL. Thanks for the link, I've got it bookmarked and will be going over it when I get home later today. I swear this process of installation gets worse every time, but I just can't bring myself to do without all the great mods that really make this game.
  8. This will be my third attempt at Mt. Oblivion. My first attempt was in 2011, the 2nd in 2013. Apparently I'm on a biennial program. Even my Sherpas are starting to wonder. The first time I installed, ran, and played with no problem. Lotsa mods. Love the mods. The 2nd time when I came back, vast changes. I required a little help getting things set up again. I soon found I had installed some things with BASH and some with the Oblivion Mod Manager and uninstallation had become a horrendous logistical problem. Things ran ok, it was just a morass from having used TWO tools. This time I am totally at sea. I have no idea why. Except I'm guessing that helpful websites I used the last couple of times have gone down, or at least I'm not finding them any more. My first installation attempt ended in tears. I got no farther than realizing I had managed to install the wrong version of one of the patches, and apparently in the wrong order to boot. Gave up and uninstalled everything and nuked any leftover files to start over. I have the Steam version, the only version I've ever had. Same as always. I downloaded the following patches: Unofficial Oblivion Patch Unofficial Oblivion DLC Patches Unofficial Shivering Isles Patch QTP3 Compatibility Patch (because I intend to install Quarl's Texture Package) I have tools: TES4Edit BOSS TES Mod Manager OB Script Extension (from GitHub) Wrye Bash I reinstalled Oblivion from Steam, then installed BOSS again to the same place I had it before (ditto Oblivion, same install path). However, now BOSS doesn't find the Oblivion installation. So that's one problem. I've been trying to write this up for 3 hours now, and I just keep struggling with the complexity of all this. Basically I need a HOW-TO that goes over these issues point by point. Just saying "install the patches" isn't enough - exactly HOW do I install the patches? The read me in the UOP zip isn't all that helpful, it refers to a directory that doesn't seem to exist anywhere on my computer, and only by a fragment of the entire path, at that. \Bethesda Softworks\Oblivion Mods\ was not find-able, and there is no indication of where that directory would normally be to help in the search. I've done all this before but apparently I'm on a negative learning curve at this point in my life. I seem to struggle more with every repetition. The few things I think I remember are that you are not supposed to clean more than one mod at a time, eg you load the master module and ONE of its dependents, clean that one, save, and then go on to the next. ONE module at a time. And that you use BOSS to get the right load order - though now there is a separate updated for the BOSS master list that I have yet to figure out how to use. Yay. I remember making BASHED patches, so obviously I've used BASH before, but I have also used what used to be the Oblivion Mod Manager, apparently now the TES Mod Manager. On the other hand I remember having modified OMOD files to make them usable by BASH so ... too bad I can't remember HOW I did any of this, LOL! Other than that, I have no idea what order to use the tools in, plus now I am reading that not only load order, but also installation order matter. And apparently I am now supposed to run BOSS from INSIDE BASH, which I also haven't figured out how to do, or when. So assuming I ever get the patches installed properly and fix BOSS so it can see Oblivion again (uninstalling and reinstalling it again didn't help fix that), in what order do you run BOSS, BASH, TES4Edit, and anything else I've forgotten when installing a new mod? I seriously need a tutorial that goes through cleaning and installing one mod without skimping on the actual details ("OK, now install the patches" just doesn't do it for me), but can't seem to find what I need on the net. Help?
  9. The Convenient Shopkeeper mod effectively allows you to do this. However her inventory can fill up and when it does, it reportedly will start crashing your game if you keep trying to sell to her (don't sell to her anymore is the only solution I know of). The developer gives no instructions for how to uninstall her, either, and at least in my case, trying to remove the mod (I got it packaged in Many Items) crashes my game on startup. So 2 caveats - one is that once you have her, you seem to be stuck with her. And 2 is you should not use her to sell many items to because once you fill her inventory she will also crash your game the next time you try to sell her a weapon or armor. Small one block items don't seem to cause the crash, or at least they don't cause it as soon. I hope the Witcher 2 & 3 don't have such a backwards inventory/shopkeeper system. The shopkeepers should never fill up their inventory and crash the game. This is a feature of the way Witcher 1 was coded, not the fault of the developer - though she should have given instructions for how to remove her mods. I have several of them and not a single one includes uninstallation instructions that I can find. Not in the readme files, for sure.
  10. It is an issue for me. If I want to gather a particular plant that grows in a particular area, every time I go back to that area, the re-spawn clock resets. I don't have to be going there to harvest either, just setting foot in the cell - and you can't tell where cell boundaries are in the great outdoors - bang, it resets the clock and re-spawn is put off for yet another 3 days. I've gone into this in some detail on another thread to which you responded on this issue so I won't repeat that here, but it IS, in fact, an "issue" for me - in fact its quite a problem. If its not a problem for the way YOU play, more power to you. But it's a problem for the way *I* play and I'm looking for a workaround if it is possible to find one.
  11. I've seen that before, I don't think it will work. It says: randomizing the cell respawn timer - within a user-definable range - every time a new cell is entered I don't see any way to disable resetting the timer, only for randomizing it when it resets as usual. That won't help. It'll still reset every time I set foot on the road, and hence never respawn. Am I misunderstanding something there?
  12. Every time you re-enter a cell, default behavior is to reset the re-spawn flag to 3 days again. Since I never use fast travel the result of this is that I can only ever harvest plants in the wilderness ONE TIME unless I go off and sleep for 3 days. At first I thought maybe SPAWN would help with this but on closer examination, it says it will only stop the automatic restart of the time-to-spawn for PLAYER OWNED cells - such as your house. Plus there's something freaky about it - it won't install properly via OBMM because it's triggering the check for OBSE version, even though it requires only V18 and I have V20 installed and working for those mods that use it. Oddly enough, the same check (done by OBMM) for version in Lighter Potions -does NOT trigger. Tthat one installs and activates just fine (it checks for V17 or greater). I definitely have V20 installed. No other version has been on this computer since it was wiped, reconfigured, and rebuilt (OS and all) from the ground up recently. Anyway given that it's not going to do what I want anyway, can anyone help me figure out if there's a way to stop the auto-clock-reset for wilderness areas? Through console commands or even with Fundament, anything at all? Setting foot in the forest just shouldn't scare the plant life so badly that it won't sprout for another 3 days! Thanks for any help.
  13. You forgot TES4Edit to clean your mod files ...
  14. Mr. Silka's farm animals are also included in Emma's Useful Farm Animals for COBL at http://lovkullen.net/Emma/Farmanimal.htm if that's any help.
  15. I beg to differ. It remains both poorly documented and horribly difficult to use. The "steep learning curve" is a direct consequence of both of these. I have no need for "advanced load order". Period. As for "finding that out eventually", I've played through several times since the game came out. If you avoid indiscriminately slapping in every mod you come across, you shouldn't normally have any need for "advanced load ordering". There are probably mods out there that would benefit from such a thing, but I simply have no need of them. As for the link you provided, I have that file. Again, poorly written and not terribly useful for those unwilling to spend days or weeks trying to figure it out. BTW, the tone of your reply is just exactly what I expected. Apparently BASH-afficiandos take the name "BASH" perhaps a bit too literally. Turn out some actually understandable tutorials and people might have a different view on the matter of usability. Instead requests for help with it get sneering replies telling people to read the readme file, LOL!
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