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Striker879

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Everything posted by Striker879

  1. I don't have any first hand experience with your Unlimited Torches.esp mod so I'm not certain what all of it's changes may be. I use some replacers for torch flames so I haven't seen the vanilla torch flames in quite a while ... can't say if yours are normal or not. Maybe someone else can tell.
  2. The bashed patch needs to be below all of those Item Interchange and the Cobl Filter Late MERGE ONLY.esp ... did you sort with BOSS before building/rebuilding your bashed patch? - Edit - Your Gifing is pretty fast paced for this old guy, but I think I caught most of the high points. - Edit 2 - At least in the case of Cobl Filter Late MERGE ONLY.esp the missing master warning is expected and normal (I have it myself) ... can't say what is normal for the others as I don't use them but the Item Interchange readme.txt leads me to expect some of those will be the same.
  3. A referenceID (refID) is the numerical value that the game assigns something when it first appears in the game (for those items that come from levelled lists like your Flame Atronach) or when an item is placed into the game world via Oblivion.esm or an ESP using the Construction Set. All items have a base object (formID also known as baseID) but until they are assigned a refID you won't see them anywhere in the game world. Items that come from a levelled list can be identified by clicking on the item with the game console open and reading the refID at the top of the page. Levelled list items will begin with the letters FF, items added by Oblivion.esm will begin with 00 and mod added items will begin with the mod index number (which is derived from that particular mod's load order) ... e.g. items added by a mod that is fourth down your load order will begin with 04. All cells in the game have a field in their record that assigns who is the owner of that cell. Many cells have "None" as the owner (including many mod added player houses by the way). A cell can also be assigned to a particular NPC (such as the player or any NPC added by Oblivion.esm or a mod's ESP as long as that character is not from a levelled list) or to a faction (such as Fighters Guild or Mages Guild). One of the criteria that SPAWN can use to control how often a particular cell resets is whether or not it is a player owned cell. Examine SPAWN.ini for a complete list of cell parameters available to vary cell reset behaviour. By the way ... 1e5ef is the baseID for the regular (non-summoned) version of the Flame Atronach. You "placeatme" a base object, which creates a refID object in the game world, located next to whatever refID happens to be currently active and displayed at the top of the console screen. You can choose the player him/her self (which will be refID 00000014) or any other item nearby (handy for people like me who play in first person exclusively ... though I can also just use the console command "prid 14" to get the player ref active, note that leading zeros are needed providing the first two digits are 00). Simple characters like bandits, marauders, creatures etc do not have AI packages that allow them to move freely from interiors to exteriors when not in combat ... your pet Flame Atronach will be there when you come back unless you stay away too long and the cell resets. If it does reset just give yourself another using the console, same way as the first time. If you don't use SPAWN and set up a long time between cell resets for player owned cells you'll be doing that any time you stay away for more than 72 hours. - Edit - You could also try consoling one of the summoned variety of Flame Atronach ... baseID c8bc9 ... that will likey make all the "modav aggression" stuff unnecessary, though I'm not 100% certian I think giving yourself one via the console should avoid the "how long they last" problem that using the vanilla spells to get one have. The summoned variety will still be subject to the constraints imposed by the cell reset though.
  4. Ahh ... but those thanks belong to AbdusSalaam1 (for reporting back his findings) and Bethesda. I just shuffle information around and see where it may or may not fit.
  5. There you go ... looking at re-writing ancient history in addition to getting Oblivion modded ... ambitious to boot. While you catch up on my edits I'm into sandwich mode.
  6. OK, I'll start with my basic advice of where to find info ... look in the Mopy\Docs folder for Wrye Bash General Readme.html and Wrye Bash Advanced Readme.html for the basics and more advanced (but the Advanced has stuff that you'll need even for "less advanced" subjects ... getting more info on bash tags for instance). So my take on Wrye Bash (WB). The vanilla game (which is all you've experienced thus far, albeit with mods added) has only one single way of deciding which assets to use in the game ... load order (which we've covered to some extent). Lower on the load order list "wins" when two or more mods try to change the same thing using an ESP (install order determines who wins in the replacer type mods ... those that do not use an ESP to effect their change, like the base install of HGEC). Wrye Bash can't change the game's way of deciding which order the game loads assets, but it does offer tools to allow mods to sidestep that rigid top to bottom hierarchy. The primary tool is the bashed patch, and to give the bashed patch even greater utility we have bash tags. The bashed patch is simply an ESP (named Bashed Patch, 0.esp by default) which is made up from changes that mods in your load order would like to make to the game via their own ESPs. Wrye Bash analyses all those changes that mods would like to make and finds those that conflict (so where modA.esp, modB.esp and modC.esp all want to change the same things, along with other things individual to each mod). WB is limited in what even it can achieve within the framework provided by the game, as load order will still win the day (and if modB.esp is the lowest of those three then modB.esp will be the winner) so it introduces a new element which can allow certain types of records to be tagged in individual mods. Bash tags are assigned to individual mods to give WB a method of giving those record types in tagged mods priority over and untagged mods lower in the load order, effectively sidestepping the "lowest wins" rule. The list of available bash tags can be found in section 5b of Wrye Bash Advanced Readme.html (which is why I say some of the Advanced readme stuff is really required for basic understanding). If two or more mods use the exact same bash tag and want to change the exact same asset records with their ESPs then load order will once again determine the winner. In the case where if modA.esp wanted to change some NPC's aggression and confidence (bash tag Actors.AIData), modB.esp wanted to change some of those same NPC's stats (Actors.Stats) and modC.esp wanted to change AI packages for those same NPCs (Actors.AIPackages) plus death items for one of those NPCs along with a bunch of others the other two mods don't intentionally touch (Actors.DeathItem) WB can cherry pick which records win using both bash tags and load order. Those records are then put in the Bashed Patch, 0.esp and the bashed patch is placed at the bottom of your load order, ensuring that the right changes are used by the game. You build (and rebuild after additions or subtractions from your load order, or changes to the order of mods in your load order) by right clicking on Bashed Patch, 0.esp and selecting Rebuild Patch from the right click menu (or Rebuild Patch (CBash (*Beta*) if you are using one of the slightly older versions of WB like me). You can generally leave the items ticked in the resulting dialogue at their defaults, though you may like to review the options of Tweak Assorted and see how the defaults fit in with you. Click the Build Patch button and if you have any mods in your load order that can be completely merged into the bashed patch they will be listed in the next dialogue (again generally it's best to leave WB's defaults there ... WB will merge those ESPs into the bashed patch and deactivate the original ESPs, saving valuable room in your mod limit count). Once WB is done building the bashed patch it will present a page outlining the changes it has incorporated into the bashed patch (including outlining which mods are the source mods for which type of records ... a good tool for learning what WB is doing behind the scenes for you). Close that when you're done reading and wait for WB to finish crunching through the changes (can take a little while ... I spend that time mousing over my mod list waiting until the tip at the bottom of the WB Mods tab window changes as it reflects each mod's current status, while it's still at work it won't update that tip as the mouse moves over the list). I'll update this post once I have a chance to see exactly what options I have selected in my own COBL install reported in the WB Installers tab (to do so I need to log into the account I use for playing/modding the game ... I do my utmost to live a complicated life). - Edit - First step for using the WB Installers is to start WB and once it's loaded click on the Installers tab. It will prompt you about if you want BAIN initialised ... select Yes and wait while WB sets up the Installers tab (good time for another sandwich, it can take a while). I believe this process also creates some folders ... of specific interest here is the Bethesda Softworks\Oblivion Mods\Bash Installer folder (not certain whether that folder structure exists before you initialise the Installers tab). I'm that millennia old dinosaur, so I like to use Windows Explorer to populate the Installers tab (no "dragon drops" for this kid). Do a "Copy/Paste" on your downloaded COBL download (mine is Cobl v173.7z ... your version will likely be more recent) and do the pasting into the Oblivion Mods\Bash Installers folder (so Oblivion Mods\Bash Installers\Cobl v173.7z for me). Start WB and then open the Installers tab. In the left hand pane you'll see Cobl v173.7z (actually your file name for the COBL download). Single left click it to highlight it and in the lower right you'll see two panes. The left hand of those two panes (with the heading Sub-Packages) I have 00 Cobl Core and 02 Tweaks (Only Install One) selected (the others are not ticked). In the right hand of those two panes (header Esp/m Filter) I have Cobl Main.esm, Cobl Filter Late MERGE ONLY.esp, Cobl Glue.esp, Cobl Si.esp and Cobl Tweaks - SI.esp as the only selected items (so obviously I'm not using Salmo nor any of the COBL races). Install by right clicking on Cobl v173.7z (well your file name, for your version of COBL) and select Install from the right click menu. If you decide to change options you make your changes to the selections in the Sub-Packages and Esp/m Filter boxes and then select Anneal from the right click context menu to commit your changes to what is installed. - Edit 2 - As will become your WB routine, you always run BOSS to sort your load order and then rebuild your bashed patch after all additions, subtractions or alterations of your load order. - Edit 3 - If the version of COBL you have downloaded includes a BAIN installation wizard you can right click on your "Cobl v17x.7z" and select Wizard. The Wizard should walk you through picking and choosing ... if you decide to go that route I'll be expecting a thorough step by step description of the experience, so that I can live that aspect of life through your eyes (I am a proud Wizard Virgin).
  7. So that should eliminate sound issues as the problem. I'm kind of at a loss of what to ask next. Maybe start your own topic rather than using this pinned topic ... not certain but maybe some others might not look at posts here that may have some other ideas. - Edit - Have a look at the last posts on a topic named "Crashes right from start" in the Oblivion Technical Support forum.
  8. OK that eliminates UAC as a possible culprit. I wonder if it may be a sound issue ... are you running a discrete sound card or on-board sound?
  9. No, don't install the COBL races ... the only folders you need from there are Meshes, Sound and Textures (all pasted into Data in your game). The rest you don't need ... but you will need the ESPs from 01 Stable Core (well the two ESPs and the one ESM). I think you could also safely add the COBL Tweaks.esp and COBL Tweaks SI.esp from the 02 Tweaks folder, but that may require a bashed patch to merge their changes with other changes to the levelled lists (and you won't miss out on a lot other than some COBL specific stuff in loot bags, chests etc.).
  10. Those will not be in the 00 Core ... plus you don't want them messing OCOv2 up. In 00 Core should be primarily new food and ingredients, the Luggage etc. - Edit - From what I can see it looks like COBL Races doesn't add anything mesh or textures wise, so it's the COBL Races - Balanced.esp that would do all the messing with OCOv2. I do know they don't agree with one another, at least not right out of the tin. - Edit 2 - Well the first and second periods are over in the two late hockey games, and I'm not staying up to see how my hockey pool guys fare in the last periods of those games. I'll check in Sunday for a report ... good luck JustHere.
  11. I think I did mention that MOM likes to use hard drive space. Don't make more profiles than necessary will help. - Edit - And there is only one kind of sandwich ... peanut butter and jam. All others (well OK, except grilled cheese) are mere pretenders.
  12. The only thing I have of true value is my mistakes ... don't learn diddly squat of value from doing things right. I'll be about for a little bit yet. If I go to bed too early I'll just lay there waiting for morning anyway.
  13. Not a simple way, but it is doable. Use SPAWN to make all player owned cells have a really long time before the cell resets. Use the console to placeatme 1e5ef (you will need to have a refID already displayed at the top of the screen ... either the player refID or something in the cell you want the Flame Atronach be be in). After you hit Enter close the console and immediately open it again after you see the Atronach spawned. Click on the Atronach and type stopcombat Enter and then getav aggression and hit Enter. The console will display the Atronach's aggression (likely 100) ... next modav aggression -99 (if the original aggression was 100 ... otherwise one less than what getav aggression returned). Close the console and say Hi to your new pet. Make certain you return to the house before the time you set in SPAWN for player owned cells, or just give yourself another the same way with the console.
  14. Wonder if it could be an issue because BOSS wasn't installed in your first profile (just read the part in the readme about MOM and BOSS). - Edit - Did your "other idea" involve the Import button by any chance? - Edit 2 - LOL ... Bango Bongo has some serious face slider position issues (either that or the mouse you fed her was ... how can I put this ... a little tainted!!).
  15. OBMM has a rather simple way to implement archive invalidation ... click the Utilities button, select Archive Invalidation from the menu and then in the dialogue that opens select BSA Redirection, it won't hurt anything to click on Reset BSA Timestamps and then Update Now. Close OBMM and see if it makes any difference.
  16. Load order is key in replacer type mods ... the last loaded that touches the same thing as others will win every time. What I see in the picture is familiar to my eye ... what I saw before wasn't (which was part of the motivation for providing the link). - Edit - Make that install order and load order. - Edit 2 - Luna's mod should reduce the neckseam considerably I believe. - Edit 3 - See, you are already leveraging what MOM brings to the table.
  17. Looking at the page for version 1.72 here on Oblivion Nexus leads me to doubt my doubts ... says "This mod does not have any known dependencies other than the base game." and makes no mention of a bashed patch. I know that some dependency on a bashed patch is made in COBL.html in the Docs folder when referring to specific ESPs. - Edit - I'll need to wrap up tonight in about an hour. I have an early start tomorrow and a long day after that (won't be home until some time after 1:30am).
  18. One thing to keep in mind ... I have a hockey game to go to with my grandson tomorrow, and won't be available until Sunday. Just wondering if some things may be best left on hold for a while, that's all. - Edit - Yes from 00 COBL Core you can exclude all but the Meshes, Sounds and Textures folders (which would all be pasted into Data naturally). The ESP COBL Filter Late MERGE ONLY.esp is for use with a bashed patch (which is part of what has me wondering whether a bashed patch is required as opposed to recommended ... I didn't start using COBL until I started using Wrye Bash).
  19. You could give OMOD method a try and see if it is explained enough to follow. I've not seen it that way, in fact didn't even use the BAIN wizard when I installed ... but I was after a bare minimum COBL install. - Edit - I think it may find the omod conversion folder and script if you use the "add archive" method ... not 100% positive though. - Edit 2 - All I have installed as far as ESPs is COBL Glue.esp, COBL SI.esp and COBL Main.esm along with COBL Tweaks SI.esp and of course the meshes, sounds and textures folders from the 00 COBL Core folder (the three ESPs are in the 01 Stable Core folder). - Edit 3 - Not sure how much you'll be able to install without using a bashed patch (and that means getting onto the Wrye Bash stairmaster).
  20. Just a matter of picking from the folders. Most are fairly obviously named ... Core you'll want for instance. Many of the folders outside of that are for particular mods. I see it has an omod conversion folder and a script that will act as a guide through an OBMM install if you wanted to give that a go. Here's what it says in the documentation about installing as an OMOD (a bit sparse I admit): Install as OMODThe full Cobl package now includes OMOD conversion data, and so can be converted to an OMOD and installed through OBMM. Note that it's not completely automatic, and does require reading the instructions during the OBMM activation.
  21. Yes the COBL races are optional, and installing them won't go well at all with OCOv2. The latest version of COBL is over at AssimilationLab ... I think that version 1.74 may be the latest (link - http://www.theassimilationlab.com/forums/files/file/951-cobl/ ). - Edit - I use version 1.73 myself (was the latest back when I installed it for my current guy's load order ... tend to not change things in mid-stream). - Edit 2 - COBL was one of the few mods that I used Wrye Bash to install (it comes as a BAIN download), but it is possible to install manually.
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