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viper8695

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  1. I have found the issue. My plugins.txt was empty, and for some reason NMM wasn't writing to it. I reinstalled everything, and it seems to be working now.
  2. I can not for the life of me figure out what I am doing wrong. I just installed this game again, and am trying to set up back up mods. I have installed FVSE, and can confirm this works. I then activated MCM followed by oHUD with NMM. I made sure the plugins were selected in the plugins section of NMM. When I load the game up, I get no notification for MCM like you normally should, and no option for it the pause menu. LOL, I can't believe I having issues after just two mods! On a side note, whenever I start NMM back up, it never has these mods checked. I started to think that it wasn't loading these mods to being with, but I can load darnifiedUI. Any help would be very much appreciated!
  3. Enemies just act normal, and won't attack until I attack them. They will fight other NPCs but not me. I didn't really notice at first, but realized that I could walk around them as if I wasn't there. I have no Idea what could be causing the ai issue. Any ideas? Active mod list:
  4. I'm using 292. On the bashed patch I choose basically everything except ooo in factions, relations , the the other you mentioned. My game was crashing because I wasn't re-activating the purple mods and ooo in wrye bash. So, my bashed patch and game are working flawlessly right now. I don't get the ctd when leaving the sewers anymore. As a matter of fact I dont get any ctd anymore... YAY! I made it all the way to the end, played for quite awhile with no crashes. Great thorough guide! [EDIT] Everything is running great. I get 20-40 fps in wilderness and about everwhere else. I only get an avg 15 fps at anvil's docks, and don't know how to fix that. Other that A+
  5. Yes I know that. When I run the game I deactivate them, I just had the activated to show them on the list. Its not mereable because of "New records", so i figured I was missing a master with the records to make it mergeable. I think its still a problem that I cant merge "placement for fcom" into the bashed patch. Is there a way to make it mergeable. It bugs me that yours is mergable and mine isn't, lol. Do I just ignore ooo.esp in the merge list? I don't know anymore, I completely deleted the item interchanges, and when I build the patch, it still crashes when I leave the sewers. Its fine if I don't build the patch. Should I just make a patch for only little mods? If I do that don't I miss out on the lists being merged from different mods? [EDIT] I think I finally got it working! The problem was that I wasn't reactivating mods after making the bashed patch. Sometimes I cant believe How oblivious I can be. Thanks a4nic8er and Antagonistic! Active Mod list:
  6. I'm getting the same CTD when leaving the sewers if the bashed patch. One thing that was different was that Oscuro's_Oblivion_Overhaul.esp was mergeable for me. Also, Item interchange - Placement for FCOM.esp is NOT mergeable for me, I think this is whats causing the crashes. • Item interchange - Placement for FCOM.esp: New record(s) in block(s): CREA, LVLI, NPC_. I wonder what package these records are refering to. I don't know how these could be different from yours, lol! I have deleted the bashed patch, activated the mods that can be (everything but all "item interchanges"), and the game now runs without problems. So, I'm doing something wrong with the bashed patch? I'm off to do reading on bashed patch... I need to understand this more, lol. [EDIT] - I cant find one post about this file being non-mergable. I mean, its supposed to be merged. Am I missing something? This kinda sux because that's a good mod, lol. This is the message I get when I "Mark Mergeable". Note the Oscuro's_Oblivion_Overhaul.esp and Item interchange - Placement for FCOM.esp I enabled the Items Interchanges to show the missing masterfiles. (If it matters) Active Mod List: BOSS Screen
  7. Thanks so much for the help. Just Installed all the uFCOM stuff, and am testing. Everything seems to be ok, except when I hit an enemy they turn green, lol. I'll do some looking around to see what up. Have you experienced this? [EDIT] A few threads state it is that the MMM.bsa isn't named correctly. I've used a lot of variations all with the same effect. [EDIT] - I fixed it. It was a problem with Francesco's Optional New Items Add-On.esm loading before Francesco's Leveled Creatures-Items Mod.esm
  8. Ok, I'll try that. I'm currently following your guide, so when all is said and done, that'll be the first thing I try. It's crazy how I'm following your guide, but this is still takinging a long time! You weren't kidding when you said "see you in a few days", lol! These "modified times" made things a bit confusing. This is in the PyFFI section "spoiler" #11: Used BulkFileChanger.exe to set all the new .bsa's Modified time to 12/31/2005 11:00:00 PM (same as originals and ArchiveInvalidationInvalidated!.bsa). my original ArchiveInvalidationInvalidated!.bsa is 1/1/2006 12:00:00AM I changed it to match that (1/1/2006 12:00:00AM), and then I cant remember which program changed it again (wrye bash I think) to 3/17/2006 12:00:00 AM. I have run and tested, all seems fine. I'm now building the uFCOM archives and I'm not sure if I'm doing the Frans portion right. "Next, unpack Optimized_Items_pack-34830.7z into \Bash Installers\Fran 4.5b\data\ folder, overwriting the BSA, then rename "FraNewItems.bsa" to "FCOM_Convergence_FraNewItems.bsa". I created "0801 Fran-4_5b-for_uFCOM-a4BAIN.7z" then moved it up to the "Bash Installers" folder and uninstalled the two Frans .exes." Install Order from first page: -- 027 - 0301 Fran-4_5b-for_uFCOM-a4BAIN_CL.7z (2E41E28B) (Not Installed) -- 028 - 0301+ PyFFI_FCOM_Convergence_FraNewItems-bsa.7z (F3A75D95) (Not Installed) So I extract the content within the exes, then overwrite the bsa with the optimized pack. Rename, create the archive, then extract the bsa, run through PyFFI, and make another seperate PyFFI version archive of the bsa? That sections install list doesnt list that archive nor does the install instructions. -- 019 - 0301 Fran-4_5b-for_uFCOM-a4BAIN_CL.7z (2E41E28B) (Not Installed) -- 020 - 0301a Fran_Lv30Items_Maltz-a4BAIN.7z (AB797B16) (Not Installed) I'm guessing I just install the PyFFI right after the original install, but just wanted to point it out. And, just to be clear, I'm going to be installing the PyFFI versions of everything that has a PyFFI version, right? I'm only keeping the originals incase something is wrong? BTW, thanks for taking the time to make this guide and answer my questions. It's crazy how old most oblivion mod topics are. It's nice to have the up-to-date info all in one place.
  9. So, should steamline still not be used, even if you are only using the streamsave portion of it?
  10. Construction Set WIki Down? I played Oblivion on the Xbox when it came out, and loved it! Now that Skyrim is coming out soon, I thought I'd give it another go with some mods and such. I'm following this guide to get set up... Really I'm just looking to make the world look better, and maybe a few game altering mods. When I run BOSS, it lists my mods and gives this: DLCOrrery.esp Bash Tag suggestion(s): {{BASH:Actors.AIPackages}} Contains dirty edits: 11 ITM, 2 UDR records. Needs TES4Edit cleaning: http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide DLCVileLair.esp Contains dirty edits: 26 ITM, 1 UDR records. Needs TES4Edit cleaning: http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide DLCMehrunesRazor.esp Contains dirty edits: 21 ITM, 15 UDR records. Needs TES4Edit cleaning: http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide DLCSpellTomes.esp Bash Tag suggestion(s): {{BASH:Relev}} Contains dirty edits: 40 ITM, 0 UDR records. Needs TES4Edit cleaning: http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide DLCThievesDen.esp Bash Tag suggestion(s): {{BASH:C.Name, C.Light, Actors.ACBS, Actors.AIPackages, Actors.Stats}} Contains dirty edits: 5 ITM, 135 UDR records. Needs TES4Edit cleaning: http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide DLCBattlehornCastle.esp Contains dirty edits: 13 ITM, 74 UDR records. Needs TES4Edit cleaning: http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide DLCFrostcrag.esp Bash Tag suggestion(s): {{BASH:C.Name, C.Owner, Factions}} Contains dirty edits: 73 ITM, 94 UDR records. Needs TES4Edit cleaning: http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide Knights.esp Bash Tag suggestion(s): {{BASH:Actors.AIPackages, Factions, Relations}} Contains dirty edits: 121 ITM, 257 UDR records. Needs TES4Edit cleaning: http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide Bashed Patch, 0.espVersion 6/13/2011 7:44:52 AM When i click the link to http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide i get nothing... Looks like its down or in a different location. So, I'm wondering if people are using something else. Where do I need to go now to figure this stuff out? I just need to clean these mods.. Thanks for the help. [EDIT] So, I just downloaded Construction set from the main website. The help file within the program also links to that site thats down. So really I only need to know how to clean mods with construction set.. I'll keep playing with it, until I figure it out or someone tells me whats up. Thanks again [EDIT] Elderscrolls forums confirms that the site is down. http://www.uesp.net/wiki/Tes4Mod:Tes4View has short to the point instructions on how to clean a mod with tes4edit. Just what I was looking for. Thanks
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