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Striker879

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Everything posted by Striker879

  1. Have a look at the UESP Wiki page for the Arena here. My guess would be you either aren't wearing the proper arena armor or are trying to start a match during the times that there are no matches available.
  2. None of the HGEC variants require an ESP to work ... they are simple replacers. You will find some distributions of HGEC that do include an ESP or two but those ESPs are just to enable female versions of male only armor (e.g. steel armor) or fix a problem that arises with female Khajiit (Bethesda used the vanilla male foot texture for the female Khajiit, which causes problems because HGEC uses the foot texture for the entire body except hands and head). If you are going to use HGEC I suggest you use EVE HGEC Eyecandy Variants Expansion, which is a more recent version that also includes an equipment replacer. If you use HGEC without installing a HGEC compatible equipment replacer you will get weird texture problems on exposed skin areas while wearing clothes or armor (the vanilla texture mapping doesn't work with the HGEC texture mapping). Don't be fooled by the "Last updated" dates shown on each HGEC variants page ... I know that the more recent date on the one you linked is because the mod author released a Nexus Mod Manager (NMM) version ... no other changes were made. Use the top listed download from EVE ... it is already in OMOD format and has an installation script to walk you through the options ... simply download to a folder, double left click on the downloaded file and make a few selections as they are offered ... done. Get HGEC installed and then test to make sure it's working. Note that on the Synx page it says it also requires Robert's male (found here at RobertMaleBodyReplacerV52 for the most recent version ... also has a pre-made OMOD version at the bottom of the Main Files section and also includes the required equipment replacer ... same deal double left click and make some selections). The other requirement listed for Synx is a custom race fix (otherwise you will be forever stuck in the tutorial prison cell waiting for Valen Dreth to say his bit ... no Emperor, no getting into the tutorial dungeon, no exiting into Tamriel ... ever). The most common way to take care of that these days is by installing the Unofficial Oblivion Patch. It includes a custom race fix as well as fixes a huge number of problems with the game. Last bit to get you started ... replacer type mods rely on something called archive invalidation to work. By default the vanilla game has it's assets (meshes, textures etc.) stored in compressed archives (think ZIP files only with a different file extension ... e.g Oblivion - Meshes.bsa and Oblivion - Textures - Compressed.bsa) found in the game's Oblivion\Data folder. When a replacer type mod wants to change something in the game (remember they don't use ESPs to make the game use the change) they simply use the same file name as the vanilla object and place it in the same folder path as the game uses inside it's BSA files. The problem is, the game will just continue to use the version it finds in it's BSA files and ignore the new replacement. A few different ways have been tried over the years to overcome this. Both of the earlier methods had problems with their use and maintenance. The modern method is called BSA Redirection, is reliable and maintenance free. The easiest way to implement it since you use Oblivion Mod Manager (OBMM) is by clicking on the Utilities button in OBMM and select Archive Invalidation. In the Archive Invalidation dialogue that opens make sure BSA Redirection is selected (top left corner of the dialogue). If you use the Steam version of the game click on Reset BSA Timestamps (for the disk version you can skip that, though it will do no harm) and then click Update Now and close OBMM ... done. - Edit - Drake's wearing the :ninja: today ... big wave from across the pond.
  3. I use Safe Traveling NPC which works as advertised but won't help your in-city problem (i.e. any NPCs in cities that don't have a travel package that takes them out on the roads of Tamriel will still not be essential). Most non-quest related NPCs can be resurrected without issues (though they may not immediately resume their "life" until their next AI package change), the problem will be finding them before their bodies disappear on cell reset wherever they died. Your AoG mod will come in handy for that problem.
  4. The highest you can get while wearing armor is 95% (so your buff would only be 95 even with 100 in light armor).
  5. Mine not to reason why, just to follow their wishes or die (well banned is a sort of death ... right?).
  6. Another detail that may help astrob0y troubleshoot is full info on your operating system and hardware ... other than that I can't think of much to suggest. - Edit - It's only a single file that you use from the ENB Series website ... just d3d9.dll (all others will be the ones from the ATE extracted download).
  7. Providing you have manually installed all of the files correctly (looks like a copy/paste type mod installation to me ... not something for Wrye Bash) then are you using an nVidia video card or AMD? There are some specific instructions for nVidia users, but I didn't see anything similar for AMD users. Did you also get the correct d3d9.dll from the Wrapper folder from the linked ENC Series v0.181 page?
  8. Because of my hardware limitations I've not ventured down any of these paths, but my bet would be that you'll find your problem has been worked before in the ATE mod comments. - Edit - Hmm now I see that ATE has commenting turned off ... so much for that idea. - Edit 2 - Just had a look at the ATE install instructions. Let me know if you're having any issues.
  9. OK ... so I'm guessing that even with The Imperial Environment uninstalled we still have the problem ... correct??
  10. Ya, I just had a look at the makeBAIN.bat batch file in Notepad and it makes the change to the name of the patched archive, so you must have followed the instructions and ran the batch file. After you uninstall The Imperial Environment and make your test to see if that clears up the problem let me know and we'll do a "Striker special" to merge the patch with whichever main sub-package you had selected previously (was either 401 or 501). All the hoopla with the makeBAIN.bat etc is to merge two files into potentially three folders ... sheesh!!
  11. That's the same mod I linked before. What has me confused is the one in your left hand pane list in the installers tab matches the patch name on that mod's page download tab, but the size I see listed matches (almost) the full Imperial Ecology download. That's why I thought maybe you had followed the install instructions for the patch, which creates a new archive to put into your Installers tab (possibly with that name change). I'd suggest uninstalling the mod listed as Imperial Environment in your current Installers tab and see if the problem clears up as a first troubleshooting step.
  12. Test without wearing any armor ... your Light Armor skill is pretty low so the game is "taxing" you.
  13. No that is a good troubleshooting plan. I'd suggest having a close eye on the reports that WB gives in the right hand upper pane and only do one at a time, looking for that problem in between installs in-game as well. Do you have a link to the Imperial Environment mod so I can have a look at it? - Edit - And happy belated birthday!!
  14. If I can throw in my usual two cents, it's install mods one at a time and test thoroughly in between adding mods. When you run into the inevitable snafu, that makes troubleshooting a rather simple affair. If you add a whole bunch of mods at once you will join the long list of people posting on here with another of the many "I added a bunch of mods and now my game won't start" type posts. If you have prior experience playing Oblivion think back to the type of things that bother you the most about the vanilla game. Then look through the Top Lists for mods that address those issues. What I think needs improving in the game may not even create a blip on your radar.
  15. Well if that's the case the only thing I see listed in your Installers tab is the patch ... did you install the main part of the mod manually? - Edit - OK ... I think I may know now how you installed Imperial Ecology. What has had me confused is the the package in your list is The Imperial Environment while the download is The Imperial Ecology. Did you follow the instructions to apply the patch and then run the makeBAIN.bat? If so the batch file probably changes the name to Imperial Environments when making the new BAIN (probably simply to give me some obscure detail to get obsessed with). - Edit 2 - Which of the base parts do you have activated (obviously not 201 or 301 ... so is it 401 or 501)? - Edit 3 - OK as far as I can tell it wouldn't matter which of the bases you have ticked. The only overwrite from Imperial over Quarl's is the one it lists (default.dds and default_n.dds ... which isn't a problem unless you didn't want that change, in which case you'd just untick 504 in Imperial). All of the other conflicts I've scoped out are ones that you'd expect ... in fact that is the whole point of keeping the UOPs near the top of your load order/install order, so that the UOP changes can be overwritten/overridden by other mods you choose to install. I'm afraid we've exceeded my pay grade here as to what you're seeing in that screenshot with the messed up textures. - Edit 4 - And with the staffs mod you don't have any of the sub-packages selected ... not even 00 Core, so the white box is telling you that WB has installed nothing from that mod.
  16. OK, I'm having a pre-supper scan of things and having trouble figuring out your "The Imperial Environment - All-In-One -..." (number 4 on your Installers tab image on your post #39 on page 4). Is it the "The Imperial Environment - All-In-One - BAIN - PATCH_3_1" download from The Imperial Ecology - All In One BAIN? - Edit - I think probably not. I'll need a link to that mod ... my search foo on Nexus Mods Oblivion is abysmal.
  17. My thinking is maybe either textures/meshes missing because the UOP Quarl's patch isn't there or simply install order related problems (which are easily fixed by changing the order in the WB Installers tab). Lunch break is over and the good weather is tickling out like sand through an hourglass. I'll have a detailed look once daylight starts failing.
  18. LOL ... no India would be a LOT warmer than here today. We Canadians refer to these warm sunny autumn days as Indian summer, as in North American native Indians (aka these days First Nations). It is warm enough to work up a nice sweat though. Seems my breakfast hasn't stuck to my ribs as well as I'd anticipated ... lunch break then back to being messy (and I am being rather proficient at that today, as witnessed by anyone looking at my back patio right now). I'll have a look at the new images later and report my findings/theories.
  19. I'm downloading that same Quarl's you have installed so I can check it out right now, but as I'm sure you know, it'll take a while. My old machine has a video card with only 896 MB video RAM so I haven't ventured into these waters before (all my PerNPC Blockheading has already put more strain on the poor thing than it really likes). What I'm wanting to try to figure out is whether or not the UOP Quarl's patch is still required or not (Carlos444's part of the mod description says yes, the original down below that says no, as far as I can tell). The red box shown on your Installers tab for Quarl's is telling us that "Some or all of the files in the package are not installed as configured" ... that is likely at the root of what you show in your screenshot. While you are in the Installers tab, if you single left click on the Quarl's package (to move the focus highlight there) the different tabs in the pane to the right upper corner will give more details to help figure out what that general red box is warning about. The orange text background shown for The Imperial Environment is telling us that "The install is dirty. This will occur for packages for which the configuration has been altered (either by altering active sub-packages and esmps, or by altering the package itself). This can be repaired by running Anneal or Anneal All". I'd like to see more details on why Quarl's is displaying it's error before trying any of those suggestions on Imperial Environment (another mod I have zip experience with ... could you provide the mod number as it doesn't show in the Installers tab screenshot you posted ... i.e the numbers shown after it's name if you drag the right hand pane border over to show it, for Quarls the number was 45666). That way I can download it to check out once the Quarls and UOP Quarls patch are downloaded. The white box on the Visually Improved Staffs package (Staffs version 1_1-38438-1-1.7z) leads me to think you perhaps didn't select any of the components when you installed (or perhaps you only selected 00 Core but didn't select either 01 Optional glowing or 02 Hrormirs Ice Staff ... though I don't see why that would result in the white box in the Installers tab). As you can probably tell I'm learning alongside you on this one. Quarl's is almost half downloaded ... patience required. - Edit - I'd leave the cleaning or not cleaning mods until a later point in getting your game modded up to your standards. From my understanding the main reason for cleaning is to help with game stability. I guess if you added a mod that testing showed gave you grief in the stability department, but was one of those you really really wanted to have, you could try the cleaning to see if it helped. I have used TES4Edit to clean mods before (both manually and using it's filters) but in all cases it was to correct errors I'd introduced when editing an ESP in the Construction Set (aka fixing my screwups). None of my current load order (or previous character's load orders) has ever been run through any of the "recommended" cleaning. Yup, my game will crash from time to time, and nope, I can't run for hours on end without crashing. Those aren't on my expectation list, in part because of the game's reputation for liking to crash, and in part because of choices I have made with some mods I use that aren't recommended by the mod's author but that offer gameplay changes that I like and want to maintain (aka it crashed because of me). I'd still advise holding off on cleaning, and once you start cleaning mods use the same methodology as we're using installing ... clean one at a time and test thoroughly in between. - Edit 2 - Gorgeous Indian summer day here and I have some rather messy work to do on some old wood from my boat to get it ready for varnish (and that is best done outside). The downloading part is finally done, but it will be evening before I can dig into the figuring out stage. I tend to be like a dog with a bone ... once I start gnawing on a particular bone the world fades from view (i.e. all I'll be seeing for a while is draw scrappers. sandpaper and the mess they create blowing in the breeze).
  20. I'm not at home so I don't have access to my home computer, meaning I'm working from memory. There are some different ways you can use BOSS alongside Wrye Bash. BOSS can be started from within WB by clicking on the BOSS icon shown along the lower left of the WB window. That doesn't start the full GUI mode of BOSS, but once it runs it will still show the BOSS report. Wrye also has an option to "Lock Load Order" which has the side effect of requiring you to run BOSS from within WB if you want to change your load order (useful once you have your load order set, or are into using the Construction Set to edit mods). I think you'll find the option in the Mods tab right click context menu. I'd suggest you turn it off for now so that you can either run the full BOSS GUI mode or from with WB and BOSS's load order changes don't get changed by Lock Load Order. You are correct in the way to use BOSS as you're adding mods ... install a mod, run BOSS and then rebuild your bashed patch (you'll find that option in the context menu on the Mods tab when you right click of the Bashed Patch, 0.esp). The bashed patch is one of WB's most powerful tools. It is basically a "mod" that WB creates from all of the conflicts between mods in your load order. WB uses certain rules to resolve those conflicts (i.e. to decide which mod is supposed to "win" the conflict) and then places all those resolved conflicts in the bashed patch, which will be placed at the end of your load order. The game works by loading mods from the top of the list down, so whichever mod is at the bottom "wins" any conflicts, so the bashed patch's resolved conflicts are applied. I believe the reason that Nuska (the mod author for Oblivion Character Overhaul v2) specified Nexus Mod Manager (NMM) in the OCO v2 install instructions was primarily driven by a desire to reduce the number of installation problems. My experience with people who rely on NMM for mod installation is that they will have trouble installing mods as soon as they run into a mod that doesn't properly install via "the Big Green Button". The OCO v2 mod comments is littered with those type of problems (i.e. NMM didn't really make the OCO v2 install any more problem free, mostly because it relies on Blockhead and Blockhead can't be installed with NMM). Trust me ... you are now on "the one true path". Be patient with yourself, and don't let any set backs discourage you. While it isn't ideal, you an use more than one mod manager to install mods (so you could use OBMM to add mods that come only as an OMOD). The complication that arises from that is you need to keep in mind which mod manager you used to install which mod when/if you decide to uninstall a mod. WB is by far the more complete and powerful tool, but as I pointed out it also has some limitations. If you find a mod you'd like to try that only comes as an OMOD download let me know. I don't mind downloading it to check out what it extracts to using OBMM (i.e. checking to see if WB could install the extracted OMOD or nor without some manual sorting out). - Edit - Looking at the load order you posted I think you may have Lock Load Order turned on in WB ... try turning that off and then running BOSS again. The colour of the check boxes and highlight background of the text is telling you information. Refer to Wrye Bash General Readme.html for an explanation of what the colours mean. I'll be home later this afternoon and will be able to tell more about what it means (I know the red stuff isn't telling you all is good). - Edit 2 - Ok home again ... my interpretation of what WB is telling you with the colour of it's text and boxes. Book Jackets Oblivion - BP.esp ... telling you that a master file required by this ESP is missing (i.e. if you activate it then Oblivion will crash on save load). This is only a load order issue in this case (probably) ... note that Book Jackets Oblivion.esp is right below it and is likely the missing master (click on Book Jackets Oblivion - BP.esp and look in the Masters panel on the right side to see what that ESP's masters are). Grass Overhaul.esp ... my guess is that it has the same file date & timestamp as another mod in your load order (probably either Enhanced Water v2.0 HD.esp or Enhanced Water v2.0 HD - SI Addon.espright below it). Get BOSS working correctly, either from the BOSS GUI with Lock Load Order turned off or from within Wrye Bash with Lock Load Order either off or on and this should be resolved. All Natural - Indoor Weather Filter.esp ... this mod includes a bashed tag (a way that you or mod authors can instruct WB what is best for this mod when resolving conflicts/trying to save space in your load order) and the bashed tag tell WB to not merge this entire mod into the bashed patch (to save load order space some mods can be entirely merged into the bashed patch and then deactivated ... shown by a cross in the box beside the mod). The pink box is saying missing master ... use the same Masters panel to see what it expects as a master (must not be just All Natural Base.esm as it is present and in the correct load order location).
  21. Again, I have to admit to no hands on experience with this ... in the WB readme Wrye Bash General Readme.html near the start of the Installing Mods section it says: "The mod is distributed as an OMOD (ie. has file extension .omod). These mods are intended for installation with the Oblivion Mod Manager or Nexus Mod Manager. Such mods usually have a non-OMOD download option: if one is available, download that instead as it is more likely to be compatible. Otherwise, OMOD files can be converted to Projects automatically by dragging and dropping them into the Installers tab." Immediately after that there is a caveat that some OMODs may be structured in a manner that WB can't recognise. Actually OCO v2 doesn't have an OMOD download option. The download is a ZIP compressed file, which extracts to a readme and a Data folder which contains all of the sub-folders and files for the vanilla game (i.e. no body replacers). Simply put the download ZIP into the Installers tab and WB should do just fine. Something I want to impress upon you (comes to mind due to another recent support ticket I've been working) ... the order from top of the list in the Installers tab to the bottom of the list in the Installers tab is very important. WB reconciles all overwrites (conflicts) by allowing the package that is lower on the list to overwrite any conflicting files from a package that is higher on the list. It doesn't care in the slightest what order you used when putting them into the Installer tab (so the one you put in there on Monday will overwrite the one you put in there on Tuesday if the Monday package is down farther in the list than the Tuesday package). In the case of OCO v2 and it's addon downloads pay strict attention to the order it tells you to install them, and replicate that from top to bottom in your Installers tab. For mods that only come as an OMOD and are not structured in a manner that WB recognizes you have a couple of options. One is to install Oblivion Mod Manager (OBMM) and use it to install that particular mod (often that type of mod will have an install script to walk you through it's options, which is in part why it's structured in a way that WB can't recognize). The other option is to use OBMM to extract the OMOD (which is after all just a compression format particular to OBMM, not that dissimilar to ZIP or 7z). You will then need to figure out the folder structure the mod uses vs which are associated with the core parts of the mod and which are for the options the mod offers. I suggest using the first option but by all means feel free to ask for second opinions. Sometimes those mods will have an option to download a version meant to be installed manually (hopefully including instructions for which parts are core and which are optional). A good example of that is NoMaaM BBB Animation Replacer. It has an OMOD download which will walk you through the options or a manual install download and installation instructions. It is also an example of a mod that I believe WB couldn't install even using the manual install download in the Installers tab ... it's folder structure is set up for use with it's install instructions or OMOD install script. Mods are like people ... individuals that require a bit of study to understand. Some you will never want to see again once you get to know them, while others will become best friends.
  22. See you are already learning ... small bites and before you know it the whole pie is gone.
  23. No, more like some sort of time warp mirror, looking at my former self.
  24. My shader package renaming question stems way back to your second post on this thread (see post #3), but now after rereading that post I think you probably didn't do any of the shader package renaming so nothing to undo there.
  25. Did you undo the switching shader packages (i.e. rename your original shader package back to it's correct name after deleting/renaming the shaderpackage019.spd that was renamed to force shader model 3.0)? The other thing that comes to mind is did you make any changes to your nVidia/ATI control panel that didn't get reversed?
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