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Everything posted by ProzaicMuze
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Portcullis - setting switches
ProzaicMuze replied to Themisive's topic in Oblivion's Mod troubleshooting
If you already have the inside details, you just need to apply it to the outside one. I'm not sure what you mean by not being able to find details for opening it from the outside, but as far as I know TES-CS Oblivion doesn't really care whether or not the switch is inside or outside. Or do you mean an interior cell switch vs. an exterior cell? If that's the case, you can still apply the activator to the portcullis in an exterior cell. Perhaps the easiest example I can think of is one of the sewer doors that you activate a turning wheel and it opens. Check for any of the sewers in and around the Imperial City for those wheels and then I'm sure you could use the script/details of those for your own gate with the proper modifications of Form ID and script names. -
I haven't used GIMP, but I use Photoshop quite frequently. A very common problem I've encountered is when they go to save the image as a JPEG or GIF, they leave the default PPI (Pixels Per Inch) setting or have changed it and forgot. What this can do is inflate the file size and thus its storage size because what you edited as a 120px by 120px image changes to a larger image when converted to a JPEG. For example: your settings could be at 300 PPI but the default JPEG conversion is at 250 PPI so the image is spread out. I don't know if GIMP does this, but it's something to look into.
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Portcullis - setting switches
ProzaicMuze replied to Themisive's topic in Oblivion's Mod troubleshooting
Are you trying to MAKE the mod or find a mod that does this for you? -
Custom Meshes for New Races
ProzaicMuze replied to ProzaicMuze's topic in Oblivion's Mod troubleshooting
bump? -
ancient tower, bandit is not in sight
ProzaicMuze replied to jahile101's topic in Oblivion's Mod troubleshooting
What is the mod? -
Problem with OBMM installing
ProzaicMuze replied to kamolahy's topic in Oblivion's Mod troubleshooting
What they said. To add something more, you might want to look at Wrye Bash. The installation is admittedly more involved, but once you've installed it, you will find that it's much better for "Point and click" mod installation. You simply need to move your mods as archives to the Bash mods folder. Then you can use Wrye Bash to install mods and OBMM to order them exactly how you want :D I have never been able to successfully reach the official Wrye Bash page (so I don't know of an online Tutorial) and had to download Wrye Bash from a 3rd party source, but the download should include extensive instructions on how to do all that I've mentioned. -
Imperial city market crash
ProzaicMuze replied to nability's topic in Oblivion's Mod troubleshooting
That's quite the healthy list of mods you've got there ;) I'm not a 100% sure, but based upon what I can tell the mods are and what mods I personally know of, here is a modified load order I would recommend before checking to see if the mods themselves are to blame. Oblivion.esm All Natural Base.esm MD_Saddle_Master.esm Cobl Main.esm Oscuro's_Oblivion_Overhaul.esm Mart's Monster Mod.esm Mart's Monster Mod for OOO.esm TamrielTravellers.esm >>>ScreenEffects.esm<<<(To my knowledge, Enhanced Weather requires this to work properly) EnhancedWeatherSIOnly.esm Better Cities Resources.esm NPC With Jobs.esm BathingMod_Base.esm CM Partners.esm HorseCombatMaster.esm UnnecessaryViolence.esm --------------------------------------------------------[Foundation Mods/Completed DLC/Environment] Unofficial Oblivion Patch.esp Oblivion Citadel Door Fix.esp UOP Vampire Aging & Face Fix.esp DLCShiveringIsles.esp Unofficial Shivering Isles Patch.esp Cobl Glue.esp Cobl Si.esp OOO 1.32-Cobl.esp >>>EnhancedWeather.esp<<< (SI version; I believe you need this in order to benefit from EnhancedWeatherSIOnly.esm.) AmbientTownSounds.esp PCSoundSafana.esp Storms & Sound SI.esp Rainbows.esp Days&Months.esp OAVO - Weather and Water.esp (Could conflict with EnhancedWeather.esp) OAVO - Sound.esp OAVO - Miscellaneous.esp OAVO - Visual Enhancements.esp The Lost Spires.esp cyrodiil transportation network 1.3.esp --------------------------------------------------------[Races/Cosmetics] ExnemEyeCandy.esp (Consider upgrading to HGEC Female Body mod. It's Exnem but better and several of your current mods have an HGEC suffix) Corean_hair_for_Original_race.esp Cosmetic Compilation - No NPC Changes.esp CuteElf11.esp Cobl Races.esp IDKRRR_C_race.esp IDKRRR_Moira_race.esp idkrrr_sarams_race.esp Ethereal - Eyes.esp BathingMod_Soap.esp BathingMod_Bathroom_Upgrades.esp BathingMod_Placeable_Bathtubs.esp --------------------------------------------------------[Clothing/Armor] Lich King's Helm v1_0.esp pizz_NINJA_out fit.esp samurai.esp (Assuming this is an outfit) SexyKunoichi.esp (Assuming this is an outfit) Argent Iron Armor.esp DianoArmor2.esp Dancers clothes.esp HentaiChinaDress.esp DHuntress.esp (Assuming this is an outfit) Elwing.esp (Assuming this is an outfit) ShadowWatcher_HGEC_v2.esp homura outfit HGEC.esp ElvenPrincess.esp (Assuming this is an outfit) Leina Armor.esp SwordDancer.esp (Assuming this is an outfit) --------------------------------------------------------[Weapons] New Frostmourne Sword by Jojjo v1_0.esp Arynns-Heavenly-Sword_HGEC-sexy.esp RealSwords - Argonian LO-NPC.esp RealSwords - Bosmer LO-NPC.esp RealSwords - Khajiit LO-NPC v1.3.esp RealSwords - Orc LO-NPC v1.0.esp RealSwords - Redguard LO-NPC.esp Dragon Sword.esp BlackDragonNinjato.esp 1AlexscorpionSilverDragonKatana.esp kuerteeInventoryIsABackpack.esp kuerteeGoldIsAnInventoryItem.esp --------------------------------------------------------[Game Tweaks/Pre-Overhauls] Toggleable Quantity Prompt.esp CM_Better Wine.esp Cyrodilic Brandy.esp Living Economy.esp Living Economy - Items.esp Cutthroat Merchants.esp za_bankmod.esp Cobl Silent Equip Misc.esp Jump_Adjustment-2211.esp Stylish Jump.esp Inebriation.esp LetThePeopleDrink.esp Evantal's Dual Wielding.esp DMC Stylish - Specialanims.esp SlashNSmashfix.esp SoT_Holiday.esp CampfireBehavior.esp Get Wet - just droplets.esp P1DmenuEscape.esp ScriptIcon_Replacer.esp --------------------------------------------------------[Overhauls] Oscuro's_Oblivion_Overhaul.esp OOO-Ayleid Coin Add-on.esp >>>Mart's Monster Mod for OOO.esp<<< (If you have the .ESM, include the .ESP) Mart's Monster Mod - Shivering Isles.esp Mart's Monster Mod - City Defences.esp Mart's Monster Mod - Looting NPCs & Creatures.esp Mart's Monster Mod - Durzog Addon.esp Mart's Monster Mod - Foxes.esp Mart's Monster Mod - Dungeons of MMM.esp Mart's Monster Mod - Farm Animals.esp Mart's Monster Mod - More Wilderness Life.esp --------------------------------------------------------[Post-Overhauls] TamrielTravellers4OOO.esp TamrielTravellersItemsNPC.esp TamrielTravellersItemsCobl.esp ShiveringIsleTravellers.esp Roleplaying Dialogues.esp RenGuardOverhaul.esp RenGuardOverhaulShiveringIsles.esp VaultsofCyrodiilBC.esp FineWeapons for OOO.esp RustyItems for OOO.esp kuerteeIgnoringTheMainQuestHasConsequences.esp --------------------------------------------------------[Magic] MidasSpells.esp Midas OscuroGems.esp Midas Betterholy.esp Midas PowDur1.5x.esp Midas Eldrich Power 2x.esp Midas Tigernolevel OBSE.esp Midas BeastFortify Fix OBSE.esp Midas Reduced Costs Quarter.esp Midas Creature Ingredients.esp DeathKightSpells v1_3.esp CBScryingv1.esp --------------------------------------------------------[Miscellaneous] Q - More and Moldy Ingredients v1.1.esp RandomGatesDontReopen.esp Bag of Alchemy.esp Akatosh Mount By Saiden Storm.esp 300_White Stallion 4.esp Z's Skeleton Horse.esp FF_Horse_Whistle.esp MD Saddlebags V3.0.esp MD Saddlebags v3.0 Alternative Trader Script.esp LadyDeadlock_LoveYourHorse.esp Mounted_Steering.esp Mounted_Spellcasting.esp Mounted_Trampling.esp StealthOverhaul.esp (If you want following stealth changes this must go first. Could still be conflicts though.) DD_ProximitySneakPenalty.esp ZumbsLockpickingMod - OBSE.esp Thingamajigs Broken Armor.esp kuerteeAutoSaveAndTime.esp Dungeon Actors Have Torches 1.6 DT.esp Exterior Actors Have Torches 1.3 DT.esp PersuasionOverhaul.esp FF_Real_Thirst.esp FF_Real_Thirst, Cobl.esp 7lbsBedrolls-OBSE.esp (I believe Real Sleep includes Bedrolls making this mod redundant) RealSleepExtended.esp P1DseeYouSleep.esp RealisticFatigue.esp RealisticHealth.esp RealisticForceMedium.esp RealisticMagicForceLow.esp Knights.esp Knights - Unofficial Patch.esp Mart's Monster Mod for OOO - Knights .esp --------------------------------------------------------[Companions/NPCs] PrivateArmy.esp CM Partners.esp Sonia.esp (Assuming this is a Companion) ElsweyrAnequina.esp (Assuming this is a Companion) Samurai in Cyrodiil.esp kuerteeNPCsYield.esp NpcwithJobsCreatures4000.esp --------------------------------------------------------[Homes] Castle_Knightstone.esp --------------------------------------------------------[buildings/Locations] Better Cities - Full City Defences.esp (Unsure, but this might conflict with MMM's version of City Defenses) Better Cities Full.esp Better Cities SKINGRAD.esp Better Cities BRAVIL.esp Better Cities ANVIL.esp Better Cities - Brew House.esp Better Cities - Ruined Tail's Tale.esp Better Cities CHORROL.esp Better Cities CHEYDINHAL.esp Better Cities LEYAWIIN.esp Better Cities - No LEYAWIIN Flooding.esp Better Cities BRUMA.esp OAVO - IC improvements (Non-texture related).esp OAVO - City Enhancements.esp OAVO - Fundamental changes.esp Cities Alive At Night.esp Slof's Oblivion Goth Shop.esp Apachii_Goddess_Store.esp AkaviriSamuraiShop.esp Arena Training Center.esp FF_WaldnirsWoods.esp OldCrowInn.esp Dark Dungeons - SI.esp Border-Region-disabled.esp --------------------------------------------------------[Quests/Active DLC] Assassins guild.esp Lost Paladins of the Divines.esp The Mystery of the Dulan cult.esp SkycaptainsBloodTime.esp (Assuming this is a Quest) Enhanced Quest Roleplaying.esp Quest Award Leveling.esp Quest Award Leveling - Finger of the Mountain.esp --------------------------------------------------------[sensitive Mods] Mayu's Animation Overhaul.esp UnnecessaryViolence.esp Deadly Reflex 5 - Timed Block and 250% damage.esp DeadlyReflex 5 - Combat Moves.esp Duke Patricks - Basic Hypothermia.esp Duke Patricks - Near Miss Magic And Arrow Shots Alert The Target.esp Duke Patricks - Magic you can believe in.esp Duke Patricks - Semi Unlimited Rings And Amulets.esp Duke Patricks - NPC MAGIC and Arrows Can Miss Now.esp Duke Patricks - SCA Combat Archery.esp Duke Patricks - BASIC Script Effect Silencer.esp --------------------------------------------------------[streamline/Bash Patch] Streamline 3.1.esp (Turn this off after re-ordering and disable auto-save entirely. I have a hunch) Bashed Patch, 0.esp (IMO this should ALWAYS be last because it loses its effect if higher up the list) --------------------------------------------------------[Don't Know What Mod Is] mythsandlegends.esp OWE&P.esp TOTF.esp RTT.esp SW01Minus.esp Choices and Consequences.esp Delivery Job - BC.esp NWJtamriel.esp --------------------------------------------------------[REMOVE] _Ren_BeautyPack_onlyhairs.esp (Cosmetic Compilation already has Ren's Beauty Pack in it) Mart's Monster Mod - Diverse Imperial Armor.esp (OOO already has this) DropLitTorchOBSE.esp (OOO already has this) ________________________________________________________________________________ If you don't already have them, download Oblivion Mod Manager (OBMM) and Wrye Bash. Wrye Bash will allow you to most benefit from setting up your mods in this order by creating a Bash Patch that will pull elements from mods that are being overridden from mods below it down to the bottom of the load order thus allowing BOTH elements to co-exist. You should also consider downloading TES4Edit.exe and reading the tutorials on how to manually edit out conflicts. For reasons unknown, even the Bash Patch is unable to fix all conflicts and the majority of the content you want is going to be removed by a mod down the list without you knowing it. A great example is OOO and MMM. Despite them having compatibility patches, MMM still removes the majority of OOO's changes to weapon Leveled lists and creature Leveled lists. if you want to have both Overhauls working, you can use a Bash Patch and then edit the Bash Patch with TES4Edit to catch and lists Wrye Bash was unable to merge (and there will be a lot). To explain how I organized your list, most of the headers are self-explanatory, but Game Tweaks, Pre-Overhauls, Post-Overhauls and Miscellaneous are as follows: Any mod that changes the way the game functions in a way such as adding a menu, removing an annoying sound, increasing your jump height, modifying the color of your health bar etc is a Game Tweak. More importantly it DOESN'T conflict with any other mod which allows you to place it before Major Overhauls. Any mod that is specifically mentioned as being placed before XYZ Overhaul is a Pre-Overhaul mod. Living Economy is one example. Post-Overhauls are typically compatibility ESPs or other mods specifically required to be AFTER an Overhaul mod. Any time a mod will conflict with another mod and you WANT it to override some feature of that mod, it goes in Miscellaneous. It isn't mentioned as being required to go there, but some element of the mod conflicts with another and you want this mod to override the other. Keep in mind that this could cause multiple mods to be placed here that must go in a certain sequence. The StealthOverhaul.esp and the mods immediately after it are an example. If I misplaced any of the mods due to not knowing what the mod actually does (for example if I assumed the mod was something it wasn't) then make sure you place it in the category you think it should belong in. This also applies to the mods I don't know off the top of my head. Let me know if this fixes the problem at all (or if it causes new problems) as a change this big is likely to uncover some other features you didn't know were missing or simply remove them. (To anyone else, feel free to interject if I'm incorrect on mod ordering. I don't know all the mods out there ;P) -
One of my active mods adds health regeneration
ProzaicMuze replied to Maegfaer's topic in Oblivion's Mod troubleshooting
"ANB Dynamic Health Regen" also adds a regenerative health feature. -
about the imperial city unique district mod
ProzaicMuze replied to strikerdes's topic in Oblivion's Mod troubleshooting
Wait, so you don't have a Meshes or Textures folder in your Data folder? What does the mod do exactly? If it ADDS content in the Arcane University area then normally it requires that you DO have a Meshes or Textures folder so that it can use the custom .NIF and .DDS files to create that content. Unless it provided a .BSA database similar to the Vanilla Textures .BSA, then that could explain the problem. -
about the imperial city unique district mod
ProzaicMuze replied to strikerdes's topic in Oblivion's Mod troubleshooting
You should still list the mods you DO have as it is definitely possible for mods to conflict despite them stating they shouldn't. If you have TES4Edit, you can find specific instances of conflict which might reveal the culprit. For example if you had mods that DO conflict and then turned them off to allow this mod to work, some of the meshes/textures included in that mod could be replacers that now don't work without the mod enabled. If that's not the case, you could also have the textures/meshes in the wrong folder. Not every mod is packed for direct install through extraction. In most Landscape/City mods I've come across are multiple versions of the same resources that depend upon what version/mods/replacers you currently have. If you grabbed the wrong versions or even missed a step on the ReadMe, that could be the case :) -
"I have so many mods! and it hurts my finger by clicking them all!" If you are implying that you have ALL of your mods loaded when you edited your version of the scripted box, that could definitely cause issues as what you are doing when you save your custom mod is merging ALL of your mods into one which would then make your mod conflict with your other mods. That would also explain why it crashed your CS. When you attempt to combine a LOT of mods at once, CS crashes 90% of the time. In the case of the RealSwords weapon mod, I wanted to combine all 7 ESPs into one and then change all the weapons to be balance my MMM/OOO weapon values and then also show up in their Leveled lists. I tried to save all 7 at once after editing, 6, 5 and 4 and it still crashed every time upon clicking save. However, when I first merged them together 2-3 at a time, I was then able to make my edits to the single merged ESP and save without issue. So make sure you are only loading the plugins you actually for your custom mod to work ;)
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It sounds like you're trying to make something similar to Tamriel Travellers v1.39c. That mod adds Travelling Merchants AND guards along with compatibility patches for various Overhauls such as MMM and OOO. Most notably one that changes the Factions of said travellers to either cause them to be immune to wilderness life or make them susceptible to raids. If you don't to install it outright, download it and look at the ESMs/ESPs and see if you can use it to figure out what your problem is :D
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black faces and missing bodies problem
ProzaicMuze replied to Jacob Black's topic in Oblivion's Mod troubleshooting
Are you saying you went down from OBSE v18 to v17 or that you put OBSE v17 on your computer with no previous versions? Additionally, would I be correct in guessing that you put OBSE v17 on your computer in order to use another mod that stated it required it? And if so, could you list those mods? -
Imperial city market crash
ProzaicMuze replied to nability's topic in Oblivion's Mod troubleshooting
Maybe if you provided more info someone COULD answer. You didn't list your version (patched or not), Mod List and Load Order, Texture/Mesh replacers (if any), 3rd party plugins (Non-ESM/ESP like OBSE vN.N, Streamline vN.N etc) There are a billion reasons why you could have a CTD because Oblivion is well known for CTDs. So get that information and you'll be better equipped to receive an answer ;) -
I recently posted a question about compatibility mods for wrist gaps when using particular Body Replacers. While I never received an answer, I've since moved on to a new approach: creating a compatibility mod. Now I've run into a new problem. I know what's needed to use the races I'm wanting to: Robert's Male Body v5 Robert's Female Body v1.2 HGEC Female Body v1.21 Ozmo's High Rez Skin Texture Cosmetic Compilation I've already used TES4Edit to manually make a whole mountain of mods that are "incompatible" perfectly compatible by hand picking which cells are carried over to my Bash Patch. While it probably took more work, it was safer in my mind as I never needed to change the original ESPs and I could eventually just change the Bash Patch into a newly named ESP if I needed to make another Bash Patch. I have the Mystic Elves, Lineage II [Elves, Dark Elves and Drow], Soqui Race, and Drow Races of Faerun [Albino, Grey, Drow, Vampire] that are having compatibility issues with misaligned textures. With Robert's Female up, Mystic Elves and Lineage II elves don't work. With HGEC/Exnem's up, Soqui don't work and the Drow Races of Faerun look weird IMO. All male races work with Robert's. So obviously the fix is to make a custom Plugin that has the Mystic and Lineage II Elves use the HGEC/Exnem Meshes while the Soqui and Drow RoF use Robert's Meshes. I've already sorted out the textures I need to do this, but despite my best efforts I can't get Oblivion to register the alternate meshes and I can't find an option under the Race Tab in TES4-CS Oblivion. Is it possible to use multiple Meshes for the same gender or will I have to choose between Vanilla, Robert's and HGEC thus limiting my choices for races?
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General Mod Compatibility and Load Order
ProzaicMuze replied to ProzaicMuze's topic in Oblivion's Mod troubleshooting
Since no one else has offered any suggestions, here's an update of my testing: 1st) Backed up entire Data folder outside of the Oblivion structure 2nd) Opened ALL mods at once in TES4Edit.exe using v2.5.3 so as to avoid all the renaming and TES4View hassles. 3rd) Because I have a Bash patch, I've decided to try a MUCH more customized and perhaps flexible approach to conflicts between mods. Applying the typical filter to everything at once allowed me to see what exactly each mod was supplying to every conflict and in multiple cases helped me figure out exactly what was going right or wrong. For example, BOSS created several conflicts when applying BASH tags because my Bash Patch imported items from mods that had Vanilla Oblivion settings. This would override the Mod between the Bash and the Vanilla cell thus creating some issues I didn't even know existed. For example, I had 100%Harvest after HarvestFlora. I had already edited 100%Harvest once to include the Animations from HarvestFlora, but the Bash Patch was using tags from Oblivion to override everything. I manually picked the animations and put them into the Bash Patch. In this way I'm managing to successfully merge almost all patches. I can resolve every conflict TES4Edit detects to my liking. I'm not finished so I'm still testing as I go, but so far it's proved successful for many minor problems. 4th) Once finished I plan to go back through mod by mod and clean out the dirty edits again. Then open all mods one last time to see if any residual issues are there. Let me know if any of you think this is a terrible idea or if I've actually created an unseen problem for myself that will show up down the road. -
General Mod Compatibility and Load Order
ProzaicMuze replied to ProzaicMuze's topic in Oblivion's Mod troubleshooting
I looked over the article, but I don't think any of those are an issue. I'm a HEAVY graphics user for Photoshop/Lightroom/Dreamweaver/Flash and so I take great efforts to do many of things on this list already. I control programs that run in the background with Spybot, Ad Aware and CCleaner. I've also disabled ALL of the Windows security programs because who doesn't hate that annoying warning? (Save a customized Firewall of course) I don't have any IM services outside of xFire and ICQ (both on manual start only) and I have my updater on a schedule, uTorrent on a schedule and all other "start whenever I feel like it" programs either programmed for sleepy time or not at all. As you can see I already have weOCPS and I even have FastExit 2 which fixes the CTD on Exit Game. I also have BOSS which I use sparingly (only after adding new mods for the Bash Tags) and then use Wrye Bash to group mods and OBMM to tweak the groupings. Didn't think about Prefetch though, so trying that and will update after an hour of mod swapping and testing. See if it helps :D -
General Mod Compatibility and Load Order
ProzaicMuze replied to ProzaicMuze's topic in Oblivion's Mod troubleshooting
Yeah I've also already seen that multiple. . . multiple. . . multiple times. . . it would appear you post that daily on 10+ forums ;) But I already adhere to that and then categorize it further as you can see by the Wrye Bash group esp's. -
I'm experienced several issues with Oblivion that while not ultimately game stopping, aren't to my liking. I'm a perfectionist so I don't use mods unless they work without conflicts (that I'm consciously aware of: random items not spawning randomly on randomly generated monsters don't bother me too much) My current load order is as follows: Oblivion.esm Oscuro's_Oblivion_Overhaul.esm (latest) Open Cities Resources.esm Armamentarium.esm Mart's Monster Mod.esm (latest) Mart's Monster Mod for OOO.esm Artifacts.esm TamrielTravellers.esm ScreenEffects.esm EnhancedWeather.esm Enhanced Daedric Invasion.esm ++ROOT===================== Unofficial Oblivion Patch.esp UOP Vampire Aging & Face Fix.esp ++LIBRARY================== ScreenControls.esp EnhancedWeather.esp EnhancedWeather - Enhanced Seasons.esp EnhancedWeather - Darker Nights, 50.esp MaleBodyReplacerV4.esp RTFemaleReplacerV12.esp Roberts Armamentium female.esp ++LIBRARY+1================ Advanced Water Modification.esp Natural_Habitat_by_Max_Tael.esp Natural_Vegetation_by_Max_Tael.esp Book Jackets Oblivion.esp Natural_Weather_HDR_by_Max_Tael.esp (Off) ++COSMETIC================= emperorface.esp AinmhiRace.esp IDKRRR_Moira_race.esp Cosmetic Compilation - No NPC Changes.esp Soya 4 Hair Pack - English.esp PA Eye Colors.esp PA Eye Colors 2.esp ++WEAPON=================== Adonnays Classical Weaponry.esp Crossbows of Cyrodiil.esp Mithril and Orcish Weapon Sets by Ionis.esp RealSwords - Balanced and Combined for OOO.esp (custom mod of all 7 races, changed NPC inventories, LL weapon tables and all item stats to balance with OOO) tkRapiers.esp ++TWEAK==================== 100% Harvest Chance.esp Denock Arrows.esp More Realistic Encumbrance.esp RenCorpseMod.esp ++TWEAK+1================== moremerchantmoneyv1.1.esp ++TWEAK+2================== Living Economy.esp ++OVERHAUL-1=============== Oscuro's_Oblivion_Overhaul.esp ++OVERHAUL================= OOO-Magic_Script_Effect_Fix.esp OOO-Water_Weeds.esp OOO-WaterFish.esp Open Cities Full.esp OCC-OOO-Patch.esp ++OVERHAUL+1=============== Mart's Monster Mod for OOO.esp ++OVERHAUL+2=============== Mart's Monster Mod - Additional Enemy NPC Vars.esp Mart's Monster Mod - Hunting & Crafting.esp Mart's Monster Mod - Looting NPCs & Creatures.esp Mart's Monster Mod - Resized Races.esp Mart's Monster Mod - Zombies for Body Meshes.esp Mart's Monster Mod - Safer Roads.esp Mart's Monster Mod - Durzog Addon.esp Mart's Monster Mod - Spawn Rates - Reduced.esp Mart's Monster Mod - Vindasel.esp Mart's Monster Mod - Foxes.esp Mart's Monster Mod - Dungeons of MMM.esp Mart's Monster Mod - Farm Animals.esp Mart's Monster Mod - More Wilderness Life.esp Mart's Monster Mod - Extra Wounding.esp Mart's Monster Mod - Friendlier Factions OOO+FCOM.esp ++OVERHAUL+3=============== TamrielTravellerAdvscript.esp TamrielTravellers4OOO.esp TamrielTravellersItemsnpc.esp Travellers4MMMHostileFactions.esp RenGuardOverhaul.esp ++OVERHAUL+4=============== Enhanced Daedric Invasion.esp ArmamentariumLL4OOO.esp ArmamentariumLLMagic.esp ArmamentariumLLVendors.esp ArmamentariumArtifacts.esp Artifacts.esp Artifacts - ArmaCompleteAddon.esp FineWeapons for OOO.esp RustyItems for OOO.esp ++MISC.==================== Bedrollsanyone.esp HouseMapMarkers.esp Map Marker Overhaul.esp Packhorses v1.esp Real Lava 1.3.esp WarriorBandages_V2.0.esp ++MISC.+1================== _Real_Lights.esp Harvest [Flora].esp MiniMap.esp ++MAGIC==================== SupremeMagicka.esp ++MAGIC+1================== SM_EnchantStaff.esp SM_OOO.esp SM_MMM.esp SM_UnlockSpells.esp SM_Scrolls.esp ++MAGIC+2================== Dungeon Actors Have Torches 1.6 DT.esp Exterior Actors Have Torches 1.3 DT.esp ++LAST===================== KT_CustomRaceFix.esp (Off) Streamline 3.1.esp - (Off: Was causing fast travel CTDs) ++LAST+1=================== Bashed Patch, 0.esp Non-esp Mods: Improved Facial Textures (Installed 1st) Natural Faces (Installed 2nd) Danis13 Beauty Faces (Installed 3rd) ArchiveInvalidationInvalidated! Arrow Replacement Pack Boss v1.41 Colored Enemy Health Elven Map Redux FastExit 2 Non-tiling Texture Oblivion Stereo Sound overhaul OBMM/OMOD support OBSE v18b Quest Popup Removal Robert's Female Artifacts Robert's Female Chainmail Replacer Robert's Female Neckline (OMOD) Robert's Male Artifacts Robert's Male Armamentarium Complete Robert's Male Neckline (OMOD) Robert's Muscular Stock Clothing and Armor (OMOD) weOCPS Wrye Bash v271 Where given, I used the compatibility/requirements of ReadMe's to apply various meshes, textures and plugins. However, given the extensive list it is possible I missed one. Today I installed the full Robert's Body Replace Sweet and Armamentarium armor patches. That's where my problems begin: I used to have the HGEC/ExNem/High Rez Tex suite before I switched to Robert's. I never had any problems with it, but now I have "Floating Wrist" syndrome. When entirely naked, neither gender has any issues. The sub-wrist area widens to align the hand and arm, but when wearing various stock armors the end of the arm shrinks and creates a gap. I've tried numerous load orders and Importing to the Bash plugin but I haven't fixed that problem. Either the Muscular Stock Clothing and Armor doesn't apply here or I'm missing another plugin that solves it and/or misinstalled it. The neckline mods seem to have created an additional gap where it's supposed to smooth over. Now, when the OMOD is on or off, the slightest gap can be seem from an upwards angle on all races and both genders. Again, haven't found a solution. Currently I'm experiencing 4 new CTDs (aside from the expected CTD that happens randomly because Oblivion is Oblivion every few hours): MMM's Hunting and Crafting: prior to Robert's suite and Armamentarium, when using Fletching calipers on Boiled Leather, selecting the third option for Metal Studder Leather causes a CTD. Option 1 and 2 do not, but when closing the UI menu the same CTD happens. This used to happen with ALL crafting items from the MMM plugin, but applying weOCPS fixed the problem. Now I can't find Fletching calipers at all to test if it still applies. I'm going to assume it still causes a CTD, but a new problem as joined it. Streamline: when I applied this plugin it began to cause CTDs when fast traveling. The locations were not consistent, but it happened without fail within 2-3mins of repeated fast travel. Turning it off fixed the problem, but it returned after applying Robert's Suite. Streamline: when I turned this off to test if it was causing the previous CTD, I began to have CTDs occasionally when completing wait/rest periods. It could be unrelated, but I had successfully waited/rested 5-6 times before the CTD from fast traveling and then upon turning off Streamline I CTD every 2-3 times. Typically it's been over the day/night change as I usually hear the sound of a torch being put away or pulled out RIGHT before the CTD. NPC corpses: after applying Armamentarium, there is a 10% chance (can't be exact, but it's infrequent) that when looting a corpse I CTD. It's not any particular corpse, but as soon as I press my "Use" hotkey the game CTDs. I don't think it's related to items from those mods dropping on the corpse as I've successfully looted other items from the suite. Ultimately my questions are: Am I missing plugins that will increase compatibility of my current setup? Am I mistaken in thinking what I currently have is compatible? Is there a way to manually change the mesh files quickly to fix the wrist gap if it's not a compatibility issue? Does my load order look solid? Can't think of any other questions off the top of my head, but don't hesitate to point things out if I didn't think of it. Ultimately I'm striving for a highly stable setup so that I can finish the game once before I dive into the Official DLC, SI and the plugins from my current set that go with them.