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SigurdStormhand

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Everything posted by SigurdStormhand

  1. This is definitely against Nexus rules. If you upload a patch to someone else's work you are required to ask permission, unless they have open permissions. https://help.nexusmods.com/article/28-file-submission-guidelines "User-submitted content that is predominantly intended to interact with existing user-submitted content is subject to the approval of all parties involved and may be removed at the request of the author of the original content."
  2. I think the likelihood is that using AI to synthesise voices will be curtailed at some point is quite high. Until there's some official word from Bethesda I'd steer WIDE.
  3. Well, you might be a bot, I don't know! Seriously, though, we know it's an issue but we don't have a better solution right now.
  4. Seconded. One possible issue might be that your answers are case-sensitive. I'm sorry signup has to be such a pain but we've had quite a few issues with bots recently.
  5. Quest items aren't droppable, you'd need to remove the quest flag via a script.
  6. I've never had a problem slaving items to a XMarker. When you purchase the "deed" it runs a script that enables/disables the marker (doesn't matter which) and the correct furniture (the children) all show up.
  7. He said Mod Manager, not download manager. For Oblivion I would recommend Wrye Bash, but this does not necessarily hold for the other games.
  8. That's intended behaviour. Item Interchange is used to filter formid's and load them into the BashedPatch - the mod itself should be disabled. It basically includes every mod Vacuity was aware of that included new items when he made II. You aren't supposed to actually have them all active, pretty sure if you did your game would die!
  9. It is weird. Take a look at the texturing properties in nifskope first of all - is it set to Highlight2? If so the game is trying to render a parallax map when none exists.
  10. You have Oblivion Reloaded 7.0 and an AMD Graphics chip? There's a known issue in Chorrol with AMD cards - disable shadows and go into "data/shaders/oblivion reloaded" and delete the folder "shadows". You can also revert to a previous version of OR to fix the problem.
  11. 4GB is the maximum a 32Bit App can address. If you're having issues with OSR there's something funny going on. Try it again with the default settings - if you still get the issue post the ini and we can look at the settings.
  12. Oblivion Stutter Remover and More Heap by Shademe can mitigate the RAM issue but yes, basically Oblivion has a RAM leak.
  13. Does the problem remain if you go outside of Tamriel? I haven't tried that outside of Tamriel yet, but to be honest it doesn't really bother me as it is extremely unlikely to come up with a vampire outside where I don't kill them shortly anyways. So for now, I am focused on getting rid of CTDs :smile: OK, I don't think that's your install method specifically. That sounds like you're running out of RAM, which is pretty common with a heavily modded install. Sometimes it can be pure overload, sometimes it's janky scripts hoovering up all your resources. Have you fixed your Better Cities yet? Have you installed Oblivion Stutter Remover and tried tweaking it's heap settings? In terms of migrating your install, if you installed everything with MO you should be able to migrate all your install packages to your Bash Installers folder and install them there. Your saves should work. Oblivion is rather more resilient to the removal of mods than Skyrim - actually much more resilient. Thank you :smile: Are you sure it has to be RAM that causes this? I have 16GB of RAM and before launching oblivion I usually have around 10-12GB free. Could dirty edits cause this? I haven't cleaned all my mods yet as there are some that are supposed to have those edits and I am not sure exactly how to proceed. I do recall using TES4EDIT to clean in the past though, is that method still valid? I am willing to clean all mods that need to be cleaned and switch to Wrye Bash if it can get rid of these annoying CTDs. If there is a sure way of knowing which mods can be safely cleaned from my load order, please let me know. I got rid of Better Cities actually, it made cities look too lore-unfriendly to me. With the exception of a very few mods and OBSE plugins which have been installed manually, everything else is installed with MO2 or through MO2 with OBMM. This may sound like a stupid question, but is there a good guide you would recommend on handling the regular features of Wrye Bash, it always seemed a little too complicated to me compared to OBMM. The main thing I know with Wrye Bash is Rebuilding the Bashed patch as some mods do require it. In the meantime, I used Cobb's Crash Logger to find out what could cause these CTDs and this is the data it gave me. Could you see anything that can give any clue? First of all, remember that vanilla Oblivion will only utilise 1.6GB of RAM as a 32bit Program. By applying the Large Address Aware patch you can get that up to 4GB, but that's the absolute maximum it will utilise and it will often crash if it's using more than 3.8GB in a "real world" test, i.e. as you play., So, above 8GB (assuming some headroom for OS etc.) the amount of RAM you have is going to mean less than the clock speed and latency of that RAM. As regards dirty edits - they're unlikely to cause crashes. Most dirty edits are caused by bugs in the Construction Set. They are usually either "wild" which means rotating a rock 10 degrees 20 cells away from the region you're working in or "ITM" which stands for "identical to Master" - basically records flagged as edited and saved in the plugin without any actual changes. These are the "dirty" edits that get picked up by xEdit and they do nothing but otherride changes made by other mods. I'm sceptical they ever do anything useful. Logically - if you wanted to edit a record you wouldn't want it overwritten by another mod if all that mod was doing was reverting it to its vanilla state - what would be the point? On the other hand, deleted records in plugs CAN cause crashes. This is the real reason you need to clean everything, including the official DLC's. You see, in Oblivion if you delete something in an esp and another esp tries tot edit that record the engine can freak out and throw a crash. On Cobb's crash dump - sorry - can't help, but maybe someone else can?
  14. OK, I don't think that's your install method specifically. That sounds like you're running out of RAM, which is pretty common with a heavily modded install. Sometimes it can be pure overload, sometimes it's janky scripts hoovering up all your resources. Have you fixed your Better Cities yet? Have you installed Oblivion Stutter Remover and tried tweaking it's heap settings? In terms of migrating your install, if you installed everything with MO you should be able to migrate all your install packages to your Bash Installers folder and install them there. Your saves should work. Oblivion is rather more resilient to the removal of mods than Skyrim - actually much more resilient.
  15. OSR can be finicky - heap replacement especially can require a lot of tweaking. That being said it's worth the effort if you want to play a heavily modded install for more than half an hour.
  16. It's just a boken link. Here's the correct one: https://www.nexusmods.com/oblivion/mods/27945
  17. Given that XP is an obselete OS that's not helpful. Firstly - run it natively in Windows 10. Secondly - get Oblivion Stutter Remover. Thirdly - Consider Oblivion Reloaded for its more efficient graphical pipeline. It has some issues right now but fortunately for you those seem to be confined to AMD hardware. Fourthly - get the Unofficial Patch Now check the game still runs OK.
  18. There's no way to debug the game itself to see what mod is causing a crash. You might Try David Cobb's crash Debugger: https://www.nexusmods.com/oblivion/mods/48503 If it's an OBSE plugin that might catch it. Looking at your modlist it looks like you don't have Better Cities fully installed - you have the dummy esp Better Cities .esp and the ESM, but no city mods. Despite this you has Better Cities patch mods. The Dummy Esp is also much lower in the LO than BOSS would put it, so I assume you're using LOOT. Given the nature of LOOT development for Oblivion I would think BOSS was more reliable. If you leave Jeeleus on the slab and come back for him after you've killed everyone does it still crash?
  19. Thank you :smile: So, even Mod Organizer 2 is not recommended? I was of the opinion that they work just as fine. Even though I am using Mod Organizer 2, I launch OBMM or Wrye Bash through it whenever necessary (if the mod has omod conversion data or something) I found the problem with this vampire thing, it had to do with the mod "All Natural" which needed to be disabled as it was very badly made. But now, I have an even bigger problem: EVERY time I am fleeing with Jeelius from the Dagon Shrine there is a certain place at the start of the "Living Quarters" where it gives me a CTD with no error message or anyting. I have arranged my mods with both BOSS and LOOT so I seriously doubt that it has to do with mods. In any case, is there an actual way to diagnose these CTDs? I don't mean the random trial and error, but actually seeing what is causing it. This is getting really frustrating for me as it offers not even a remote clue as to what could be causing this nonsense. Thanks again :smile: First off - Mod managers DO work for Oblivion, but many people end up using two, and this causes issues for them. Absolutely do not install your mods manually, that way lies madness, and not the fun kind. Mod Organiser 2 has come in for criticism because it uses a "Virtual File System" which means that if you don't treat it with the upmost respect everything will go horribly wrong and you'll just have a mess of a game. Frankly, Wrye Bash is capable of doing everything you need from a mod manager, including tracking what saves use what mods and confirming your install and Load Order to the requirments of a given save. This does, however, require you to install everything via BASH itself or - again - it won't work properly. Now, on to your issue - it sounds like it's related to the game loading something to do with the sun damage effect vampires suffer. This could be the damage effect itself, or the graphical effect. Does the game crash if a vampire just follows you outside? Or is it only if you save? Have you tried killing a vampire and then saving near the corpse?
  20. There is definitely a tutorial for this but I can't find it, Essentially, you import all the body parts you want, parent them to the skeleton and then animate them using the animation function in Blender - or you could pose it manually.
  21. I think a certain amount of perspective is called for here. Oblivion was never designed to run above 60 FPS, at the time of release most people were lucky to get 30 and both Oblivion Stutter Remover and Oblivion Reloaded are aiming to keep your FPS at 30. By default OSR will cap the game at 30 and sacrifice any additional frames you might get for other things - like running another background script. The three things most likely to cause slowdown are: 1. Lot high-resolution textures. 2. Bad, constantly running, scripts that eat CPU cycles. 3. Lots of objects on screen, especially ones with collision, and especially havok collision. In your case I would say you're just using too many high resolution flora textures and ground textures and that's hogging all the available RAM and GDDR RAM.
  22. @Oblivionaddicted - that method requires diablying 50% of your mods, then the other 50% to find the culprit, you keep disabling 50% of the remainder until you find the faulty mod. It's rather more than "disable a bunch of mods." On the Wrye Bash "Scan for Dirty Edit function - "Oblivion only. Scans the selected plugin for Identical To Master records and deleted references, outputting counts of the dirty edits found. The dirty edit counts may differ from the output provided by TES4Edit as that includes other "junk" records in the ITM count. Wrye Bash does not count these junk records as they are non-harmful." https://wrye-bash.github.io/docs/Wrye%20Bash%20Advanced%20Readme.html#modsScanForDirtyEdits 12 Purge Cell Buffers - Cell Change.esp [Version 1.0.0] 13 Purge Cell Buffers - Loading.esp [Version 1.0.0] Anything that forcibly purges the cell buffers can cause a crash. Do you have any graphical mods of OBSE plugins that don't have ESP files?
  23. Don't use OBMM - it's very out of date, it's installer system is... not grate and its conflict detection is flawed. Modern versions of Wrye Bash work fine, and they integrate save management, ini management, BOSS, LOOT etc. into program. Further, BAIN is the most reliable way to install mods - it can install any mod where the data directory is the top folder - so even if the mod is just a zip with data/meshes and then a bunch of files BAIN can install it and uninstall it. Bash can also load all mods registered into a save - which is a big help if you like to fiddle with the load order. In any case, most mods produced after 2009 are going to be "BAIN Ready" - that includes Unique Landscapes (both versions) all major overhaul mods like MMM, OOO, TIE etc., Better Cities, Open Cities, Open Cities Classic... On the other hand, a lot of mods won't include OMOD Creation Data - and there's no point using a mod manager if you aren't going to use it to manage an install. BASH also has the ability to create the Bashed Patch esp which is much more important (and useful) for Oblivion than Skyrim.
  24. Going to say this just once - you should get off Windows XP. 1. What operating System are you using? 2. Please post your Load Order 3. Are you using any OBSE mods? 4. Are you forcing anything through your GPU driver like anti-aliasing? As you have a Kaby Lake CPU you should be running Windows 10, any previous OS is not fully compatible with Kaby Lake.
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