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Striker879

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Everything posted by Striker879

  1. OK ... the only problem I can think of doing that would be obvious right away. If your character was actively using something that relied on OBSE when you made that save it should at the very least cause some noticeable problems (if it didn't just crash). If the save loads with only the ESS and will subsequently save without problems you're good to go.
  2. If you can start the game and load a save then perhaps the "coc center & wait" trick may help. As soon as your save finishes loading open the console (by default using the tilde (~) key found just below the Esc key on standard keyboards). Once the console is open type 'coc center' (without the quote marks) and hit Enter. You will be transported to an open plain with some trees in the distance. Using the game's Wait menu wait for three full days and then a bit more for good measure (so 72 hours plus a bit more). Open the console again and 'coc weye' and hit Enter (again no quote marks). You'll be transported to the fisherman's shack in Weye. If you know the correct location code for another spot you can use that instead of Weye when returning to Tamriel.
  3. The only issue with the later version of Growlf's skeleton.nif vs Coronerra's is an affect that happens from the scale bones that the Growlf version inserts ... sometimes/often when enemies die their weapon is left floating in mid air. That particular issue is resolved by one of the fixes implemented by EngineBugFixes (see the readme.txt in the extracted EBF download for a complete description of the problem and fix). I personally use a skeleton.nif that is based on the Growlf skeleton, and have for quite a few years, without any issue beyond the one mentioned above. You could also backup your Coronerra's skeleton to use as a replacement if for some reason you didn't like the Growlf's skeleton (each are just three files ... simple replacements for the same three files found in the vanilla game's Oblivion - Meshes.bsa).
  4. Invisible means assets are missing (i.e. textures and/or normal maps ... the xxx.dds and xxx_n.dds files). You probably are missing one of the requirements for either the non-BBBed version or possibly the BBBed version (though the second case is unlikely ... I'd go over the requirements for the Edhildil version first). - Edit - Have you looked at DMRA BBB Complete Clothing and Armor Replacer?
  5. Well I've about run out of ideas ... the only left is post your load order.
  6. Oblivion Character Overhaul.esp is activated ... right??
  7. Yup from what I can see OBSE and Blockhead are loading. The difference in folders is because I'm a non-Steam type, so I don't really know the folder path that Steam uses (Mr OldSchool disk GotY here). Never did see an answer concerning archive invalidation. When Wrye Bash sets up archive invalidation's BSA Redirection there is a file in Oblivion\Data named ArchiveInvalidationInvalidated!.bsa and then in Oblivion.ini it is the first file named in the SArchiveList line found in the [Archive] section of the INI.
  8. Confirm that you have Data\OBSE\Plugins\Blockhead.dll and you could also check the OBSE.log to see if it is starting Blockhead (the log is found in your Bethesda Softworks\Oblivion folder). - Edit - Should be something like this: checking plugin G:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\Blockhead.dll SetOpcodeBase 000027F0 RegisterCommand SetBodyAssetOverride (27F0) RegisterCommand GetBodyAssetOverride (27F1) RegisterCommand ResetBodyAssetOverride (27F2) RegisterCommand GetFaceGenAge (27F3) RegisterCommand SetFaceGenAge (27F4) RegisterCommand SetHeadAssetOverride (27F5) RegisterCommand GetHeadAssetOverride (27F6) RegisterCommand ResetHeadAssetOverride (27F7) RegisterCommand RefreshAnimData (27F8) RegisterCommand SetAgeTextureOverride (27F9) RegisterCommand ResetAgeTextureOverride (27FA) RegisterCommand ToggleAnimOverride (27FB) plugin G:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\Blockhead.dll (00000002 Blockhead 0A032008) loaded correctly
  9. Archive invalidation is a method used by replacer type mods (and mods that use both ESPs and replacer type methods like OCO v2) to get the game to use assets added by the mod to replace assets that the game has in the vanilla game BSA files (e.g. Oblivion - Textures - Compressed.bsa). I don't know if NMM handles it automatically or not (I've never even laid eyes on NMM once), but I'm pretty sure it has a way to implement it. BSA Redirection is the method of choice. Additionally if you use the Steam version of the game you will likely need to reset the vanilla game BSA file's timestamps to year 2006 (Steam changed the dates to modern ones and broke BSA Redirection ... it relies on file timestamps to insure the game uses newer assets instead of older assets such as the ones found in the vanilla game BSA files). A simple check of the vanilla game BSA dates will tell if that is a problem that needs addressing or not. Make a save and confirm that you have two saves each time you save (e.g. MySave09.ess and MySave09.obse). Look in your Data\OBSE\Plugins folder and confirm you have a file there named Blockhead.ini (Blockhead creates the file the first time it successfully runs). The best mod manager for Oblivion is Wrye Bash. It includes a feature that is exclusive to WB called the bashed patch that is the simplest and most effective way to resolve mod conflicts. Was OCO v2 the last mod you installed, or did you install other mods after you installed it?
  10. How did you install? Do you use any of the body replacers (e.g. HGEC or Roberts Male)? How are you confirming that OBSE and Blockhead are working? What form of archive invalidation are you using?
  11. Where is Oblivion Character Overhaul.esp in your load order? If it's not at the bottom try moving it there and see if that changes things.
  12. I agree that the bug is there and shouldn't be. I also believe that if Tiawar has said it's a convoluted mess then it's a convoluted mess.
  13. I started using it as I feel it unreasonable that if you take something (either from a container or just laying there) and are completely unseen doing it that somehow everybody knows that is a stolen item. Yes it's a bit of a pain dropping the items you've taken from a container and then picking them back up, but at least I don't have items in my inventory with the stolen flag any longer. My guess was that masternoxx was selling the food to Ongar and then wanting to buy it back simply to clear the stolen flag ... Stolen Item Ownership is a way around needing to do that. I regularly sell non-food items that have been cleared using the mod without problems (mind you I'm not attempting to buy any of that stuff back ... the food I'm keeping to eat).
  14. I use Stolen Item Ownership to clear the stolen flag on things like food etc. Just drop the item from your inventory and pick it back up while unseen (items that are not in containers are automatically cleared when you pick them up).
  15. Ya it was a long time ago, but I probably did the same (looked at some old Oblivion.ini from old characters and I don't see those tweaks applied).
  16. Here's a copy/paste I got from a forum post here some time way way back with some suggested settings for Oblivion.ini you could try (they are in the [blurShaderHDRInterior] and [blurShaderHDR] sections): [blurShaderHDRInterior] Reduce blinding effect on objects and NPC'sfBrightScale = 2.2500 (Default)Change to:fBrightScale = 0.2500&fBrightRadius = 7.0000 (Default)Change to:fBrightScale = 3.5000[blurShaderHDR] Reduce blinding effect on objects and NPC'sfBrightScale = 1.5000 (Default)Change to:fBrightScale = 0.5000&fBrightRadius = 4.0000 (Default)Change to:fBrightScale = 3.0000
  17. Honest Drake ... my :ninja: mask is way back in the bottom drawer of my dresser, never once considered getting it out. Actually when I started my post you where looking at something else according to the mouse hover popup. I don't often tout this, but I consider manually installing one of the prime tools I used to learn what I know today. By using that install method with the knowledge freely shared when I first arrived by the likes of Hickory and you Drake I slowly began to understand the 'whys' as well as the 'whats' of modding. My explanation of archive invalidation has your fingerprints all over it ... I will always read a post by DrakeTheDragon, sometime even if it's for a game I don't play (and you already know about my DrakesTips text file, copy and pasted from your various answers to people's problems). To Sirenexa ... everyone learns the baby steps before learning the leaps and bounds. Even I was frustrated by the acronyms and seemingly unfathomable install instructions (and I'm a long time computer geek, cut my teeth on DOS 3.0). I had to use OBMM to install my first mods. Until I could see the folder/file structure of a working mod none of the install instructions clicked for me. Keep in mind that what works well for one person isn't necessarily what will work best for you. We each have our individual comfort level ... finding the tools that allow you to work at your comfort level is job one. - Edit - GOG = Good Old Games ... one of the newest officially sanctioned download sources for the game UOP = Unofficial Oblivion Patch ... along with it's associated unofficial patches for Shivering Isles and the other DLCs some consider it a must have for all the fixes it offers QTP = Qarls Texture Pak ... a widely used texture replacer for many of the game's textures (also available in reduced resolution versions for people with machines that can't handle the full meal deal)
  18. I understand what you are saying completely. I'm the type who studies mods carefully before installing. When I'm beta testing a mod, I use an older save as a starting point, and if I make any saves during testing I consider those as throwaways (i.e. not part of my character's playthrough). Once I had enough time testing FFF I promoted it to my character's continuing current saveline. I haven't had a single issue with those saves since I started using it full time (beyond what I explained about going through load doors ... more of an inconvenience than anything).
  19. What is archive invalidation? When the game is installed almost all of the assets it needs are found in the vanilla game BSA files (e.g. Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa etc). The BSA files are compressed archives (think ZIP with a slightly different format) and the game automatically decompresses and loads assets from them as it needs them. Before archive invalidation was discovered and developed every mod needed to use an ESP file to make any changes to the vanilla game. For example if you wanted to change the green of the vanilla game Glass armor to red you needed to have an ESP just to change the colour. There is a limit to how many ESPs you can use at once in the vanilla game (255 plus Oblivion.esm for 256 total). Archive invalidation is a method to work around that limitation for simple replacer mods like the armor example. The earliest methods developed for archive invalidation all came with complications and upkeep challenges. Then it was discovered that the game only really cared about the first BSA listed in a certain section of Oblivion.ini and BSA Redirection was born. It has proved to be the most robust and trouble free method to date. It uses a dummy BSA with a single file listed as the first BSA in the proper section of Oblivion.ini and relies on file dates to insure that the vanilla game will automatically use resources that are newer than the assets found in the vanilla BSA files. Therein lies a complication for Steam users ... Steam has redated the vanilla game BSA files to a modern date, not year 2006 like they should be, and has broken BSA Redirection for it's users. Fortunately simply redating those BSAs to year 2006 fixes things back up. One method is to use Oblivion Mod Manager's (OBMM) Utilities to Reset BSA Timestamps. It sounds to me like you are starting out on the preferred path of learning to use Wrye Bash (WB). I believe that it will also automatically redate the vanilla game BSA files when used alongside BOSS (Better Oblivion Sorting Software) ... the reason I say 'I believe' is that I use the disk version of the game and have zero experience with Steam thus have no way of knowing for certain if it will redate the BSAs (i.e. that isn't documented anywhere I've seen). On the subject of documentation ... almost everything I know about using Wrye Bash I've learned from studying the two readmes, Wrye Bash General Readme.html and Wrye Bash Advanced Readme.html (both found in the Oblivion\Data\Mopy\Docs folder after you have installed WB). You will also notice a link top left of the page that the BOSS link opens that will open the BOSS readme. If you decide to stick with WB installing mods is as simple as your SIMs ... download the mod to a folder and then copy the downloaded ZIP/7z archive and paste it into the Bethesda Softworks\Oblivion Mods\Bash Installers folder. You may need to first start WB and open the Installers tab once for that folder to appear. After your copy/paste into the Bash Installers folder you will find the mod listed in the WB Installers tab. Simple mods will only come with a single ESP that will show in the pane to the far right when you highlight it in the list, others will have a list of optional subpackages listed (if it is structured specifically for WB's BAIN installation they will be numbered ... where more than one subpackage has the same number, example more than one 010 subpackage each with a descriptive name, you will need to select just one of those 010 subpackages). Some mods are designed for BAIN installation and will come with a wizard to walk you through their options (look for the magic wand beside them in the list). Once you get the hang of it WB is the installer of choice for Oblivion (well unless you are a manual install dinosaur like me). Wrye Bash will automatically take care of tracking which files are overwritten by which mod and will restore a previous version when using WB to uninstall one of those overwriting mods (something a manual installer needs to take care of themselves ... I do use WB to install certain mods for that reason). Something to note about the Installers tab ... the order from top of the list to the bottom is the mod's install order and details regarding overwrites etc are reported in the panes to the right. Modding Oblivion is overwhelming at first. It was for me, and I doubt there are many to can just dive in and never choke on a single errant splash. Stick with it, ask for help when needed, and you will learn to swim in the waters of modded Oblivion.
  20. Could be a very long wait ... Contra may or may not get around to doing anything more with it. I use it all the time with my regular character (over 3100 hours and still counting). I started beta testing for Contra at somewhere around 800 or 900 hours on this same character. The only issue I find is sometimes the followers will stop following after going through a load door. It's just a matter of going back through and either telling them to wait and then follow again or telling them to breakup and then recruit them again. If you read through the mod comments you'll see that it also allows something that can't be done in the vanilla game or with any other follower mods (to the best of my knowledge anyway ... only ever used CM Partners way, way back when I first started out using mods).
  21. You could try Fluffy Follower Frill ... it will allow her to keep her existing stuff and add basic follower functions (and a rather unique ability to set up an ambush ... one of my favourites).
  22. It's very possible that the problem stems from something else, but I had to stop using Ashes to Ashes. In my case it was causing guards and sometimes other NPCs to drop dead for no reason. The sudden death syndrome stopped as soon as I uninstalled Ashes to Ashes. I know it sounds weird, but it does give you someplace to start. - Edit - What are you using to sort your load order? - Edit 2 - FYI ... according to BDBS - Brighter Interiors Readme.txt you are only supposed to use one of the two possible ESPs at a time, either Brighter or Brightest but not both.
  23. One of the biggest problems with "superpaks" is compatibility. In this case it will compatible with exactly one load order ... the one used to create that bashed patch. I'd suggest backing up that existing bashed patch somewhere, and then rebuilding it (use the CBash method ... it is capable of more than the old method). You will need to experiment a bit with where to put OCO v2 in your load order ... I'd start by using BOSS to sort the load order and then rebuild. If problems still exist then try manually moving OCO v2 lower in the load order (or higher if that doesn't help), always keeping it above the bashed patch. Once you find a spot that works use BOSS's desktop GUI to create a User Rule that places OCO v2 where you found it works best. There is no free lunch in modding. Superpaks = trying to eat for free. - Edit - BTW, everything I know about Wrye Bash I learned from studying the two readmes ... Wrye Bash General Readme.html and Wrye Bash Advanced Readme.html, both found in the Oblivion\Mopy\Docs folder.
  24. You still have AliveWater_nofish.esp activated without what I'll assume is it's master (AliveWater.esp) active. Missing master = crash on load. Don't forget to rebuild your bashed patch after making the correction.
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