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Streamline Streamsight No fog just weather
runlvlzero replied to iAmbrosius's topic in Oblivion's Mod troubleshooting
bump streamline should restore your ini when you disable features or disable it altogether i have the same problem i used streamsight and bamn now im' in fog soup no matter what i do. its all toghether poor etiquette to make dirty mods like that when they effect such major and obscure settings -
I get this same problem (i have reduced and optimized distant land textures and meshes) modded in. My oblivion flightLOD is 1500 per the recommended default. Using Geforce 8600 GT with latest drivers as of 6/15/2011 i really don't want to disable HDR (since i'm using TES4LODGEN) hoping that I can avoid that mess... (generating LOD stuff in TES construction set is just way to crazy for me) honestly ive used this card in an older computer (single core) and had better results... so it seems odd that its the card causing it. First time I encountered the issue.
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Progress like mod for Morrowind and GCD?
runlvlzero replied to runlvlzero's topic in Morrowind's Discussion
Well I have completely solved the issue with misc skills ... fmiscskillmodwhatever (theres a variable not named what I dont remember right now) that slows down misc skillups (which I can halt *misc skillups!) so I can force myself to use major/minor skills and stop GCD from over using my multiplicative fix for retarded slow skills =) pretty awesome and elegant =) I am so happy at myself... !!!!! morrowind wasn't that bad I just created my first plugin!!!!!!!!!!!!!!! YAY -
Progress like mod for Morrowind and GCD?
runlvlzero replied to runlvlzero's topic in Morrowind's Discussion
well the above is true and just about what i wanted. Now It will probably let me get certain misc/minor skills much higher then intended using GCD as even though they slow down at around 60 ... with faster skill gains they will probably reach much higher numbers i'm guessing... maybe even 100+ which woudn't be something I want for a misc/minor skill to easily attain but my character is getting otherwise pretty uber with melee offensive ability anyway... so maybe i will play for a bit more then see if its too much and start another character with slower global GCD global settings. I just hope GCD can still put the breaks on the skills I buffed up... I have no clue were to begin to duplicate that with a script or something. -
Well I have recently gotten into morrowind =P and finally been able to sorta really enjoy it thanks to GCD and a few other lovely mods that make the characters look much better =) But... Mercantile and speechcraft and enchant skills level really very slowly... I'm talking hundreds of clicks to gain 10% of a level up even with Galsaih's easy custom settings. Honestly the melee/offensive skills all level up very fairly in the game vanilla... Now I have been digging around the scripts in Galsiah's mod to find out if I can tweak individual skill increase rates with a variable or something but have not been able to find the right spot. I know they can globally speed up or slow down all skills at different speeds but I don't want to do that. I just want to tweak 3-4 skills. Anyone who's played oblivion with progress knows sorta what I'm talking about... Anyway if someone could even point me in the right direction in the construction set or tell me what script file to edit in GCD I would be very grateful. Also if theres a mod that changes skill speed for maybe just 1 or a few skills I could probably adapt that to my needs, right now I'm looking at one called Skill Ease. It seems that in the construction set if you go to Character>Skills you can mod your own values in... anyone got a link to what good value's might be...? For example if you select the drop down after that you will see the stats for persuasion... and its description, and numbers for persuasion success and for persuasion fail... one would imagine that those numbers are what I need to modify. Anyway thanks for anyone who knows these things... ! edited for clarity =P
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Can you use Wrye Bash to bash the leveled lists from T.I.E. into MMM and have T.I.E.s vanilla leveled lists and items plus MMM's new creatures and badies? or is it just gonna fill the world with un leveled creatues. It is my understanding that it will work because T.I.E. modifies vanilla stuff and MMM does not touch anything vanilla except maybe NPC spawn locations and some wildlife =)
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Trust me, I am quite familiar with the line you're trying to provide as evidence of some hideously evil plot to crash your game. Who do you think discovered the link between deleted references (perfectly legal in the CS) and mods altering those deleted references later causing a crash. By itself, the UOP will not induce a crash. The crash being fixed in this specific instance is one that only happens when you're already exiting the game anyway. So it has nothing to do with Kvatch. Kivan fixed all 3,333 at my urging because people (like you?) were casting unfounded accusations in the direction of the UOP when it was actually other mods causing the problem. I was also the one that helped push Elminster into adding the undelete+disable function into TES4Edit so that users like yourself could easily clean up old mods that weren't being maintained anymore which are much more likely to be the causes of problems like this because most people didn't even realize it was an issue. Even Bethesda themselves were deleting references in the official DLCs that later resulted in problems because of other mods doing edits to those deletes. If you look through the stuff that Kivan thought the UOP was responsible for, you might see the pattern emerging. Nearly all of them were from the deleted references. In programming terms, it's likely the problem comes from NULL pointer dereferencing. Generally a bad thing that results in program crashes. I don't think we really need to get into certification based genital-waving here. I was hacking games to do my bidding when the Commodore 64 was still new. I did my time with hex editors, and I've done plenty of source code debugging in my time. So are we done casting blame without being fully informed? I am honestly sorry I hit such a sore spot with my off-hand comment about that UoP mods... I understand why you got irritated at my wagging fingers at the UoPs. And you were correct, I was uninformed and did not even realize the prior amount of flame warring on this topic before, because I'm sure there was plenty after reading your explanation. Anyway I appreciate your taking the time to explain that in much further detail. I would probably go crazy having to deal with 3,333 records. And no I would not rant about this if I understood what was going on. Neither was I trying to really rant at all. If its any consolation I'm still using the UoPs religiously and axing other mods that don't play nice... BTW I finally got AWLs working and it is great =)
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There usto be an HGEC mod that had clothing you could equip which would cover you in magical glyphs/runes instead of actual armor... been looking for the mod and tried searching the main site for it... no luck though, if anyone has a link or knows the actual name to search by your help would be much appreciated. ****UPDATE ya i'm an idiot the file was staring me right in the face http://tesnexus.com/downloads/file.php?id=16557 for anyone thats interested =)
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3-4 hours is pretty good chaosperl, I don't even really expect that much out of oblivion lol. I did some further testing with the latest load order, and running boss after installing. It appears that just the 3.26 supplemental brings out the crash. I'de like to re-iterate that I don't think it is "fault of the UOP or supplemental patch" but whatever is happening it is not playing nice with one of the many mods in my list. Another possibility is that two or more mods need to be installed that are in conflict to bring about the error. That is allot of loading, and player.coc warping to test like over 100 combination's.. I went back and re-read what the supplemental 3.26 fixes. Honestly I cannot fathom why a bunch of mesh, texture fixes and an AI patch for Countess Caro could be conflicting with anything else I've installed. I would imagine the next step would be to tear open the patch in TES and go through it line by line, change by change and search for anything... Can you get your current cell location from ingame? That would probably be searchable within the editors to find what gets changed there. I would also like to mention that if you load only the first 3 patches UOP, UOP Mods, USIP and the supplemental they don't crash... Its just a conflict... and I'm not attacking anyone's modding skills. But I did feel like I was being attacked for having no clue to install a mod when I have been using boss, and OBMM, and Wrye at least for quite some time. And my earlier rant was not at you or Qarl's work Arthour It was more a general complaint about "Oblivion" Bethesda really made this game hard to integrate different mods in, and it looks like with consoles reigning they're probably not gonna even try to make the last one mod able... or you will have to submit your mod through them to get certified lol. (Ive seen rumors and scuttlebutt about them not liking Tesnexus very much) (why not like the one or two sites that bring you 90% of your market share, I do not know).
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All I'm going to say to this is that it's patently untrue. If you don't understand what it is the UOP fixes, you stand little hope of understanding why your game is breaking either. Ok i'll bite. Go to this link. http://www.baldurdash.org/TESOblivion/UOPFixList.html In firefox hit CTRL F and search for CRASH "Crash" is found almost exclusively in lines refering to were the UOP itself had to be fixed to prevent crashes. Down below in the UOP Changes Fixes section. THE UOP DOES NOT MAKE OBLIVION MORE STABLE. Thanks =) And don't assume I have not done my research or tested thoroughly. I used the UOP for the longest time, upto 3.2.0, Never before have I noticed so much trouble from it. I played the X360 version of oblivion for a long time and had no issues with anything the UOP's "FIX". I am simply stating that in respect to stability I would rather not use it in lew of my other mods. IF i was not using all those other mods and UOP was running stably, I would run it. Anyway I respect anyone who wants to use it. And I appreciate that you and that Q guy put allot of effort into it. Maybe if I'm not willing to dig into TES4 Construction set and find the specific conflicts I have no right to post my complaints about this issue... maybe... Anyway thanks for taking your time to point out my inability to properly install mods based on some arbitrary logic and the poor use of the word "Patently" http://www.merriam-webster.com/dictionary/patently. I'm guessing that my troubleshooting methods are patently obsurd? If your an expert I would very much appreciate any tips, programs or links to properly troubleshoot these types of crashes... got a disassembler that's able to decode oblivion? What do you expect from the "average user"? And by no means am I just an average computer user, I may be a bit rusty and old, but I could very well be an A+ hacker compared to you.
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wow so I have played oblivion allot and I just could not let this go because I never had so many problems.... so I tested and tested and tested. The culprit 100% guaranteed is one of the oblivion unoffical patches as they change some NPC armor in the area of gottshaw inn, some how this conflicts with my mods or something... maybe it does through a script or some such... WHO KNOWS... the unofficial patches only fix a few "maybe crash bugs" that aren't really a problem if you don't exploit the game in any wierd manner... so they are going out the window.... Seriously though this should be tested by someone... 3.2.0 shivering isles DLC and alt start mods... what is not working well who knows..... but I could player.coc brinacrossinn then run over to the CTD area and have no problems. I can very well live with a few random CTD's this is oblivion after all. BUT when I can get this game to CTD over and over and over in the same spot 100% of the time with "properly installed mods" BOSS, compatibility checked in readme's, INI files setup properly etc etc... that is bad =/ If anyone seriously wants the location codes for this or a screen shot of the map (just explain how I can grab current character location from the console) if its possible. As further PROOF... = Check Mods This is a report on your currently active/merged mods. === Mergeable Following mods are active, but could be merged into the bashed patch. * Cobl Tweaks.esp * EnchantmentRestore_Wells.esp * Quest Award Leveller - Battlehorn Castle.esp * Quest Award Leveller - Knights of the Nine.esp * Quest Award Leveller - Mehrunes Razor.esp * Quest Award Leveller - Vile Lair.esp * ScriptIcon_Replacer.esp === Active Mod Files: * 00 Oblivion.esm * 01 Cobl Main.esm [Version 1.72] * 02 HorseCombatMaster.esm * 03 DLCShiveringIsles.esp * 04 Atmospheric Loading Screens - Random Quotes.esp * 05 Enhanced Economy.esp [Version 4.0.5] * 06 DLCHorseArmor.esp * 07 DLCOrrery.esp * 08 DLCVileLair.esp * 09 DLCMehrunesRazor.esp * 0A DLCSpellTomes.esp * 0B DLCThievesDen.esp * 0C Cobl Glue.esp [Version 1.72] * 0D Cobl Si.esp [Version 1.63] * 0E Cobl Tweaks.esp [Version 1.44] * 0F DLCBattlehornCastle.esp * 10 DLCFrostcrag.esp * 11 Knights.esp * 12 DropLitTorchOBSE.esp [Version 2.4] * 13 ScriptIcon_Replacer.esp * 14 Toggleable Quantity Prompt.esp [Version 3.1.1] * 15 lwb_unarmored_stats_skills.esp * 16 Quest Award Leveller.esp * 17 Quest Award Leveller - Battlehorn Castle.esp * 18 Quest Award Leveller - Vile Lair.esp * 19 Quest Award Leveller - Mehrunes Razor.esp * 1A Quest Award Leveller - Knights of the Nine.esp * 1B Alternative Start by Robert Evrae.esp * 1C RshAlchemy.esp * 1D EnchantmentRestore.esp * 1E EnchantmentRestore_Wells.esp * 1F Deadly Reflex 5 - Timed Block with no damage or durability changes.esp * 20 DeadlyReflex 5 - Combat Moves.esp * 21 Oblivion XP.esp [Version 4.1.5] * 22 lumi_enchantments.esp = Cobl Rules This ruleset covers Cobl (Common Oblivion) and related mods. nooo problems.... NO UNOFFICIAL PATCHES LOL! YAY
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Further update, after much extensive testing I have no idea...this could even be graphics related... I spent a few hours running through COC testing hall messing with stuff with the above load order no... problems. I typed player.coc anvilhorsewhisperer then ran my merry way to the CTD spot and bamn... some dear come on screen and the game crashes... I hate to say this but either oblivion, OBSE, or one of these wonderful mods is too unstable... I'm gonna say oblivion's stability is poor but this is just horrible... The #1 design vision for this game was "customization" if they were following in Morrowind's footsteps. I know that you guys making these mods are not poor scripters/programmers that make blatant errors and don't test anything at all. So anyway folks, I think its time to put this game on the shelf... As they say So long and thanks for all the fish.
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Roger that, get some sleep =) And ya I was able to reproduce it. 3x now. Starting from a brand new game. One game I created an Imperial, ran through anvil, picked up some heavy armor, fought the bandit, then crashed 100ft before gotshaw (usually just a wolf spawns there in vanilla at lvl 1) I then used another imperial from scratch ran around the back of anvil, same exact spot, so location does matter, or trigger it. Then I used a kahjit with max athletics/speed from lvl 1 and ran directly there no fighting, crash. The only thing I have not tried is re-loading from a nearby save with a new char and seeing if that's a work around. I have OBSE 0018 I'll try disabling alt start. That would be interesting. One thing I did notice is that starting a new game with all the mods loaded is buggier then loading each mod onto an already started game. So I am thinking "I need to enable mods onto a already started character" and that is the culprit. I bet starting from a previous save will fix it again. Anyway get some sleep and thanks so much for all the good advice =) I wish there was a log file or debug msg that would say "function X tried to access memory Y and caused a fault" or "Function why cant be called without variable X set" or something... nooooo debugging at all =/ not even to give a pair of memory addresses. Who knows maybe starting a fresh game, then going to a Inn in anvil, and waiting 3 or 4 days game time will fix it too. Wow... ok so THE FIX... SOLUTION... Is... to start a new game. Save your game. Exit to main menu. Load your save. and bam... no CTD at gotshaw... VERY interesting... must be just to many scripts going on at character creation... I might have to look into the script delayer/no quest popup.