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beldaran1224

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    Oblivion

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  1. Source on the fix mod fixing anything but the "second problem" as it were? It is literally the only claim it makes, and people keep saying it did other things in other games, but no one, not even the mod author, believes it does those things in THIS game. I agree that the name is misleading, because it doesn't fix the "first problem" but that's what it sounds like it does from the title. That said, if you read the description, the only thing the mod claims to do is fix the "second problem". It makes no other claims. It mentions that in (I think it was NV?) the mod did MORE than change that one integer, and that it had more benefits because of that. But the Oblivion mod ONLY changes that one integer and thus has zero other functionality. Anyone taking from what the author has said that it has the same benefits as the NV mod just didn't read the comments very well.
  2. Yes, but I was referring to Wrye Bash's GHOSTING feature, not the bashed patch. The issue is that when there are so many files in the data file, even when they're not active, it can cause issue. Its why ghosting exists. However, the limit fix was supposedly made because for some people ghosting didn't work. Still, if you only have 100 plugins, you should be nowhere near the 255 limit with bsas, either. There just aren't that many mods that come with bsas, and they even less rarely have multiples. That said, neither of those has anything to do with game stability. Having so many mods will always cause problems. It is unavoidable.
  3. 100 is nowhere near 255. Adding annuntested mod to your load order for no good reason is stupid. It won't "fix" anything because OP isn't having the issue it fixes. The only mods you qualify as land or landscape mods that aren't hard on performance (especially in aggregate) are texture replacers. Anything like HESU/UL, Elsweyr/Valenwood, etc will have significant impacts on performance and stability. Additional NPCs are a huge concern for the game, because the game will not take advantage of modern CPU advances and simply cannot handle but so much in that arena. Every single NPC has AI packages to run through and adds to the load. If you don't like my (completely standard, we'll supported advice), that's fine. Give your own. Fighting with me about it is weird.
  4. TESqLOD is PART of TES4LL. TES4LODGen is actually really simple and completely automated, but the version found under that name is old. You can now rename TES4Edit to TES4LODGen (right click Edit exe, choose copy, then rename) and launch that. TES4LL is a lot more complicated. I recommend using MPGUI with it.
  5. I second the idea of a personal "archive" of mods that have been repackaged, cleaned, etc. For myself, I have an external drive with a huge archive of Oblivion mods, including my repackages of them. I recommend repackaging for Wrye Bash, as MO2 recognizes the structure and it provides a sort of built-in guide to the mod's options. Package the fixes with the base mod, or put them in a folder together in your archives (I do this for OCO related mods), so you can easily find patches, fixes, etc. Create unofficial readmes for things that don't have it. As for your specific mod list, you have a lot of mods which are just...heavy hitters. Some mods are worth figuring out the crashes, working your mod list around them, etc. That's up to you. But you can't really dump mods like Better Cities, UL and OOO in and just expect it to work with whatever. Also, I note the presence of Add Actor Values_examples. This is not an actual mod and should be removed. An example of the importance of not simply dumping mods into a mod manager and installing. Read the readmes.
  6. Eh, landscape and land mods are actually incredibly taxing on the system. Unique Landscapes is notorious for its hits to performance, despite how amazing it can be. Quest mods generally aren't too bad, but you get too many adding new NPCs and you can run into issues there, too. As for the "limit" fix, it is really niche and ghosting in Wrye Bash works for most people with the same issue.
  7. 1) MOO doesn't create over-spawning. While you may have issues depending on your other mods and computer, you can easily reduce the number of spawns via ini settings. For many people, there is no issue with the default, though. 2) Cleaned-Up Clean Up may do well for many, but it most definitely should not be paired with MOO and potentially a number of other mods. 3) Many of the other performance mods you suggest aren't really necessary on most modern rigs. Generally speaking, performance in Oblivion is about the processor, not the graphics. Most modern graphics are more than capable of handling normal grass poly, lights, and the quiet feet mod is something I haven't found to be necessary at all, ever. Universal Silent Voice doesn't help "performance" at all, but is an essential mod nonetheless. If you want help with performance, Bevilex's mod guide has an absolutely amazing section on Stability and performance. I recommend that instead. 4) As for why WAC has such issues, it is in a permanent beta status. The author had some serious real life issues iirc and was never able to iron things out. You'll find most of the issues are avoided by using the MOO trick, while allowing you to enjoy the bulk of what makes WAC great - the insanely amazing creatures and items added by the mod. Many people do enjoy the Arena changes as well, but as you mention, there are a lot of issues with them. That's why it became a part of this discussion - when someone is frustrated by the bugs in WAC, but is interested in its content, MOO is the obvious alternative. 5) As for bugfixes, there are three or four necessary ones for WAC, I believe, including the goblin camp fix. They can be a bit difficult to track down, but I think most have wound up here on the Nexus by now. Searching for WAC should bring them up.
  8. Wrye Bash is the ONLY way to get a bashed patch. Now, if you have a small mod list, you can get away without one. But if you have any mods that touch the same records or more than say...20ish mods, you NEED a Bashed Patch. Re: Not needing mod managers...while I respect that that is what works for you, it is still a terrible way to suggest people do things. As already pointed out, good mod managers like Wrye Bash and MO2 are as much about uninstalling and managing install order as they are actually getting a mod up and running. There is literally nothing about manually installing mods that forces you to learn more about them than installing them with a manager. In fact, when it comes to Oblivion, mod managers often force you to think about things. They warn you about missing masters that you wouldn't have even known existed. They force you to repack many mods (especially older ones) just to get them in, which means you have to make some attempt to figure out what they do. Manually installing mods is singularly worse when it comes to troubleshooting, especially with a mod that is still being updated and for which bug reports are a godsend. Not to mention mod managers are essential to manage load order. Manual installation working for you doesn't mean its the overall better method. As for which I recommend. MO2 is amazing, but if you only want to use one, use Wrye Bash. Take the time to learn it, because it is a very powerful little program. Myself, I use MO2 now, with Wrye Bash for the Bashed Patch and for some other quick functions.
  9. Are you sure WAC is the cause? Certainly the arena seems to make sense, but I have no idea why interior FPS would be impacted generally with WAC. I notice that you have the OverSpawn esp though. Getting rid of that would probably help. But also MOO will use the assets and place them itself with an empty esp. It doesn't do the NPCs, quests, etc though.
  10. Not to mention any issue with mod packs, even in other games. When a mod is still being actively supported (which some Oblivion mods are, strange as it may seem), mod packs will always be out of date. This is even more true with more recent games than Oblivion, but even with Oblivion, you'll run into problems.
  11. I am one of those having download issues. As I clearly stated, with as much detail as possible. I find the lack of acknowledgement that there is no proper bug report system in place more than a little disconcerting. Your article about download issues says to post a bug report here on a public forum, and you tell people that you can't help them without an IP address. That's a security issue. As for the cost of servers, I understand limits, but when those limits create situations where downloads must be attempted 2-6 times simply to be completed, you're wasting your own money - as someone gets halfway through a 1GB download repeatedly just for it to fail.
  12. I'm sorry, but you want us to post our IP address here, on a public forum? Not going to happen. You should provide a place for bug reports where the info is sent to the team, not the public. Moreover, the issue isn't with a specific file. The complaint is that that 2mb/s is too low for large files (1GB or higher), and they often fail during these large downloads. Frankly, I think that extra large files (again 1GB or higher), should have a different cap. I fully understand the expense of servers, and 2mb/s may take longer, but it isn't a big deal for most files. But at a certain point, files become prone to failure. I had this issue with many of the files I have been downloading from the following mods: https://www.nexusmods.com/oblivion/mods/49351, https://www.nexusmods.com/oblivion/mods/41108, https://www.nexusmods.com/oblivion/mods/49798, https://www.nexusmods.com/oblivion/mods/49645 Note that these files are all very large and these are only the ones I recall.
  13. Just want to say that, histrionics and entitlement aside, the extra step to choose "slow download" is ridiculous and highly problematic. I have no problem with advertising the benefits of a premium membership, but trying to download a mod with multiple files is just such a hassle now. You'll just drive casual mod users away. Surely it can be implemented in a way that doesn't simply serve to irritate - even a dialog box like the required files is better.
  14. I too have difficulty downloading large files. I understand the need to monetize and support the site and its servers, but 2mb/s is simply unacceptable for larger files. I've had several large files simply fail, and am seeing speeds significantly below 2mb/s, even as a supporter.
  15. That won't solve the problem though. The problem isn't that those other mods aren't working - they're very popular mods that many people have successfully used. The problem is likely that some other mod is overwriting those changes. Adding your mod (nice way to shill!) would have the same result.
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