Jump to content

Striker879

Premium Member
  • Posts

    7643
  • Joined

  • Last visited

Everything posted by Striker879

  1. The bashed patch is simply a "mod" that Wrye Bash makes out of all the resolved mod conflicts in your load order, that is then put at the end of your load order so that it's resolved conflicts will be the "winner" in the load order contest (mods lower in your load order win if they try to edit the same thing as a mod that is higher in your load order). A good source for information on WB is the two readmes found in the Oblivion\Mopy\Docs folder after you have installed WB (Wrye Bash General Readme.html and Wrye Bash Advanced Readme.html).
  2. Another possibility is the A-Bomb bug. It's easily fixed using Wrye Bash (Saves tab, right click on save and select A-Bomb repair from right click menu). You could also use OAF - Oblivion Animation fixer. If you use Oblivion Script Extender (OBSE) you will need to rename a copy of the OBSE co-save to match the fixed OAF save. When you run OAF on a save (let's say one named MySave07.ess) it creates a fixed save named OAF_MySave07.ess (using my example save). After you start using OBSE it always creates an OBSE co-save each time you save ... for MySave07.ess there will be a corresponding MySave07.obse. What you need to do is rename a copy of MySave07.obse to OAF_MySave07.obse to match the OAF fixed save.
  3. The DMRA ankle is slimmer than even regular HGEC ankles. Neph's shoes are designed for DMRA. The shoes that come with any HGEC replacer are designed to work with HGEC. Vanilla bodies don't use the same texture mapping as HGEC (and DMRA is a variant of HGEC in respect to texture mapping). The way the game works is a piece of clothing/armor "becomes" the body part it covers. If that piece has any exposed skin areas you will see varying degrees of weirdness, depending on what part of the body is showing exposed skin (a glaring example is female "private parts" textures on thighs). Even if you don't see texture mapping issues with the shoes, you will see a large mesh gap at the ankle (same as you will see a mesh gap if you use regular HGEC shoes on a DMRA body). The vast majority of clothing/armor mods are for HGEC (for females) or Roberts male. Your choice is to go all in with those or stick with vanilla.
  4. There are lots of Main Quest things happening in that area ... Mythic Dawn attacking, Brother Piner getting killed, Eronor finding the player, Jauffre battling in the chapel. Even if you haven't started the Main Quest the game is going to go through all the conditions checks to see if it should do anything. What happens if you just walk to Weynon Priory? I've always found that fast travel is a good way to get things bunched into a knot (and coc-ing isn't much different ... poof, and all of a sudden the game has to perform all of the calculations needed to suddenly put your character there).
  5. When I'm approaching Chorrol I ALWAYS save before I get to the top of the hill coming from Odiil farm. Why ... because I know that is a problem area, and I don't use "Better" anything (nor "Open" anything for that matter).
  6. All I can suggest is to start disabling mods and testing to find the culprit. When I asked about Oblivion Reloaded I was thinking of something to do with some of the problems I've seen reported regarding FOV and different skeleton.nifs and stuff like that. Those all affect only the player character as far as I know, not what you are describing. It would also be a good idea to study the OR manual carefully. When troubleshooting OR as a possible cause be aware that just deactivating it's ESP isn't enough ... you must also temporarily move it's DLL file out of the OBSE\Plugins folder to completely remove it's affect on the game while you test.
  7. My guess would be you haven't set up that feature properly in Oblivion Reloaded.
  8. I have Oblivion installed on my G drive (a separate hard drive dedicated to just games). In your case E:\Games\... (whatever the folder path for Steam games is) would be ideal. My disk version of the game is G:\Games\Bethesda Softworks\Oblivion for example. All MS operating systems after Win XP have had UAC ... Win 10 is just the most obtrusive in the line.
  9. A s always, the simplest way to troubleshoot is to uninstall all mods except the DLCs and get the game running properly. Then add one mod at a time and test thoroughly in between. I suggest running through the entire tutorial with just the DLCs and unofficial patches. When you get to the sewer exit make a save before exiting. Then exit the sewer and make sure the game is running well (the Imperial City Market District makes a good spot to head to see how well your computer handles the game). If all is well start adding your mods one at a time and test using either that before exiting the sewer save or one that you made just outside the sewer. When you add a single mod to a working install and then run into problems it's trivial to figure out where to start troubleshooting.
  10. If you have Steam (and thus Oblivion and OBSE) installed in the default C:\Program Files (x86) location then you will need to widen your search to what steps you will need to take with run permissions on which executeables. Or you could use the instructions in Bbens Complete Uninstall/Reinstall for Oblivion to get Steam and thus Oblivion out from under UAC's grasp (and if you have the misfortune to be saddled with Microsoft's latest phone/tablet/PC OS aka Win 10 ... well good luck, because I believe it takes protecting you from yourself to new, higher than ever levels).
  11. I got similar results from using strength alone in my own research (I also used the console to explore how things worked while coming up with a strategy for gameplay). I haven't run across any NPCs that are able to resist the strength/endurance poison combo yet. The disadvantage for me is that because their health is only diminished by whatever small amount that either the arrow or single blade strike delivers they aren't ignored by any nearby NPCs, who jump in to "help" if the poisoned NPC is still hostile. Back when I was relying on RF+BPA alone (in combination with NPCs yield - refined INI tweaked to suit my preferences) the "assisting" NPCs would generally ignore the bandit/marauder/etc once/if they had yielded to me. Because their health loss is so small NPCs Yield doesn't kick in for those I've poisoned (generally I'm going the poisoned route so that they hang around disabled and gasping until the cell resets, which is sometime quite a bit longer than vanilla due to the settings I use in SPAWN ... what can I say, I'm a bit of a trophy hunter).
  12. They design the games to be used within the framework they used while making their design decisions. They would be looking for a system that allows decent game balance as the player character advances in level that can still deliver an enjoyable gaming experience. Pretty hard to anticipate all the things that modders will come up with and design a system that can evolve along with whatever random combination of mods a user decides to use.
  13. My own research into ways of disabling NPCs hasn't turned up anything about what governs how NPCs regenerate willpower (e.g the UESP Wiki Willpower page only talks about the player's willpower/intelligence). I use Realistic Fatigue and Basic Physical Activities (with their INIs tweaked for compatibility and to suit my taste) and have found that poisons that damage strength and endurance are the most effective tools for disabling NPCs. Spells/poisons affecting fatigue are also effective but NPCs will eventually regenerate fatigue and recover. Health is another option, as once their health gets low enough using those two mods they will collapse with low fatigue, however if the player sleeps in a nearby cell they will also recover their health. Damage to strength and endurance is permanent and not recovered through any means beyond restore potions/spells or using altars. Using one or the other is effective against many NPCs but I have found some who aren't disabled by either strength or endurance damage alone, so the most effective potions damage both or use two attacks using the two different poisons. Because strength and endurance are attributes there aren't any vanilla game damage spells available. Drain spells are effective (especially when coupled with 100% weakness to magic as the bottom listed effect when creating a custom spell), but drain spell effects are only active during the spell duration and then are restored back to their original values. I use a custom 100% weakness to magic followed by a 100% weakness to poison to "soften" them up, and then a single hit with a custom poison damaging both strength and endurance puts any NPC down with minimal health loss. The affected NPC's fatigue will generally be down around -50 to -70 due to the low endurance and strength so they won't run into the "sinking into the ground" problem you get when you re-enter a cell that has an NPC in it with a very low fatigue (values like -2000 or higher allow NPCs to clip through things and sometimes almost disappear into the ground when you leave a very low fatigue NPC's cell and then come back later).
  14. Not everything with NPCs is calculated the same way as the player (a bit more info is found at NPC Statistics).
  15. I do know that some things got introduced with the later versions of Growlf's skeleton.nif (i.e. Universal Skeleton Nif and any skeleton.nif derived from those later versions like the killermonkey99 one). I use Elz - No Floating Weapon to overcome the floating weapon problem (and it works with only a very few rare exceptions) and have found that since I started using Realistic Fatigue and Basic Physical Activities (with both INIs tweaked for compatibility and to work the way I prefer) the flying bodies on death problem is eliminated for all but the most extreme sudden deaths. Like I said, now I'll be looking for how those dead bodies are lying when I run across the next one.
  16. Sometimes mods will include their own skeleton.nif replacement, which will then overwrite the one you wanted to use if you install the offending mod after your skeleton replacer (a quick look at your load order actors_in_charge.esp jumps out at me). I use the same killermonkey99 skeleton.nif ... if it got overwritten by another skeleton you wouldn't see ragdolling breasts on nude dead bandits etc (well providing you're also using a BBBed female body mesh replacer). I've never noticed the dead NPCs laying like your screenshot, but I'll pay more attention now when I run across one to see if they're laying there like boards or not.
  17. Could be the follower double face bug (corrected by using the Unofficial Oblivion Patch). - Edit - After seeing your question in the OCO v2 comments and bevilex's answer something else comes to mind ... are you using Oblivion Reloaded?
  18. All of the vanilla game resources are found in the Data folder in the BSA files (e.g. Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa etc). A couple of possibilities come to mind ... when installing there were some errors writing the BSA files to disk, or a more likely possibility is when the BSAs were written to your hard drive the file contents got fragmented and spread around on the disk, resulting in errors when trying to read them. The first would require re-installation to correct. The second can be easily corrected by defragging the hard drive using the operating system's defragging utility (look for it in System Tools or similar, depending on your Windows version).
  19. Have you tried the "coc center & wait 72 hours" trick?
  20. OK ... I was involved with Emma's mod's beta testing, so I'm aware of some of the issues with it we ran into. That's what got me thinking maybe your trouble was with a different children mod. The troubleshooting advice still stands. Yes it can be tedious going through a long mod list. That's also where TES4Edit can be used to make getting to the root of the problem quicker. You can use it to find out exactly what records from which mods conflict by drilling down through the error reports to show the actual conflicting sub-records. You might be able to see a way to resolve the conflict then. - Edit - It was a long time ago, but I once ran into a mod that had a similar "invisible parts" problem. Seems to me it was missing assets (can't recall for certain, but probably textures ... the game has differnt ways of showing different types of errors). I think I finally solved the problem by using the Construction Set to discover the problem (it was probably from back before I learned about TES4Edit and NifSkope ... another handy troubleshooting tool).
  21. All I can suggest is to start out with just the vanilla game and then install Children of Cyrodiil (linked it just to be certain we are talking about the same mod). If it works correctly with just CoC then start adding your other mods and test in between. If it's a mod conflict it will be easy to figure out where the problem crops up. This method won't allow you to use your old saves for testing (it is possible your old saves will work without all of the mods those saves depend on, but it's more likely that they won't ... depending on what mods your saves depend on). You will probably want to start a new game without any mods and go through the tutorial dungeon and exit the sewers. Make a save outside the sewers and use that as your testing save. Another option that might show where the conflict is would be to use TES4Edit. When you run it with all your mods loaded it will show you which mods conflict, and which mods win the conflict. It's a powerful tool, but takes some study to learn how to use and interpret it's reports. - Edit - Something I forgot to ask ... do you have this problem at all without Children of Cyrodiil?
  22. Use BOSS to sort your load order. You can also use Wrye Bash to build a bashed patch (but it's shouldn't be absolutely necessary). Also make sure you have archive invalidation taken care of ... BSA Redirection is the recommended method (available either via WB or through Oblivion Mod Manager).
  23. What do you use to sort your load order (i.e. LOOT or BOSS)?
  24. Oblivion Character Overhaul v2 is designed to work with the vanilla game bodies right out of the box. If you decide to use one of the various body replacers then you need to install the matching OCOv2 compatibility patches. To insure that you have all of the correct files install order is important. Many, though not all of OCO v2's and all of the body replacers files work as a simple replacer for the vanilla game files (i.e. they work without help from an ESP and so need to use the exact file name and folder path the vanilla game uses ... hence there can only be one and last installed wins). This is also the reason that archive invalidation is required (see the sticky post). For females the most popular and widely supported body is HGEC (the other main option is Roberts Female Body v13). For HGEC I recommend EVE HGEC Eyecandy Variants Expansion ... the reason being it comes with a complete clothing and armor HGEC compatible replacer (as does the Roberts female). Having a compaible clothing/armor replacer will prevent weird texture issues on any exposed skin areas of the clothes/armor when using a non-vanilla body. For male the only choice is RobertMaleBodyReplacerV52. It also comes with a complete clothing/armor replacer. One caveat when using Robert male plus OCO v2 ... do not activate (or even install) the ESP file that comes with Roberts male (MaleBodyReplacerV5.esp). The ESP that comes with OCO v2 (Oblivion_Character_Overhaul.esp) takes it's place.
×
×
  • Create New...