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Striker879

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Everything posted by Striker879

  1. I suggest setting things like shadows, grass, trees and visible when distant objects at their lowest settings in the game Video Settings menu before you exit the sewers. Also ensure you are at the native resolution for your laptop screen. After you've exited the sewer (providing the game doesn't crash of course) take a spin around the outdoors and into the Imperial City Market District to see how well your machine is taking the strain. To aid you in this task make a save just before exiting the sewer (not really for troubleshooting, but it will come in handy when you want to start a new character, but don't want to redo the entire tutorial). Never use Quicksave ... it's a known corrupter of save files ... use either the save from the Esc menu or console named saves (getting the console to work can be problematic on laptops if you don't have a tilde (~) key). After you exit the sewer immediately make another save, not overwriting your first. This save will come in handy when you want to continue this characters progress in the game, after troubleshooting. Then take your spin around and go to the IC and make a third save (again not overwriting). This will be your troubleshooting save. Now start turning your settings back up one or two at a time, with a test in the IC and outdoors in between. If you can't get the visuals up to an acceptable level you'll need to start removing mods to find out which is the one (or two or more) that are pushing your machine beyond it's limits. I generally suggest (and it is an alternative in your case as well) that you get the stock game installed and working to your satisfaction before adding any mods. That means do the tutorial and exit the sewers before adding any mods. Use my save suggestions for testing and continuing your game after getting everything set up. When adding mods, add one at a time (or in the required groupings as in the case of OOO or MMM) and test thoroughly in between. Makes it pretty trivial to figure out what is causing problems when you add one mod to a working game and then problems present themselves.
  2. What are your hardware specs? Could be your machine is unable to handle displaying the outside world (the tutorial sewers don't put much strain on your system).
  3. You could try the "coc center" wait 72 hours and a bit trick. Then "coc weye" (or another location if you know the correct location code) and see if you can make it out of the fisherman's shack. Another thing is disable all autosaves in Oblivion.ini (found in Users\[username]\Documents\My Games\Oblivion for Win 8, Win 7 and Vista or Documents and Settings\[username]\My Documents\My Games\Oblivion for WinXP ... NOT Oblivion_default.ini found in your game's Bethesda Softworks\Oblivion fiolder). In the [GamePlay] section of Oblivion.ini look for: bSaveOnTravel=1bSaveOnWait=1bSaveOnRest=1 and change to: bSaveOnTravel=0bSaveOnWait=0bSaveOnRest=0
  4. What type of sound card are you using (i.e. onboard audio or discrete sound card)? - Edit - Some further thoughts on the matter ... your problem isn't with OBSE but one or both of your music control mods (are both supposed to be used at the same time??). You can prove this yourself quite easily by uninstalling the two music control mods but leaving OBSE installed and working. My bet is you'll find your micro-stuttering is gone.
  5. Something I find invaluable for my "hmm ... I wonder what will happen if ..." experiments is Multiple Oblivion Manager - MOM. Great for handling multiple characters (each with his own mod list etc.) and even better at providing a "try this out" profile, keeping my main guys' profiles free from the effects of an inquiring mind (well free from the bad effects).
  6. No problem. You're one of the few and the proud then if you actually research first. Don't be a stranger here ... many hands make lighter work and there's no better way to keep your own game problem free (or relatively so) than letting others make your mistakes for you.
  7. In all likelyhood you can uninstall the offending mod and after the game squawks about a missing mod and content you'll be fine. Another tip for future playthroughs ... when you get to the point in the tutorial dungeon where you first see the sewer exit in the distance (just before you get the character finalization menus) make a save. Never use quicksave as it's a known corrupter of save files (plus it always overwrites it's last save). Use the save from the Esc menu or named console saves and don't overwrite. The before the sewer exit save will come in handy in the future for starting a new character without needing to redo the entire tutorial dungeon. If you also make a save immediately after exiting the sewer you can use that one to continue your character after installing mods. After making that save go to the Imperial City Market District and make a third save. Use that save to test mods after you've installed them. Once you have a stable base of your preferred mods then go back to your outside the sewer exit save and continue your game. When your saves folder starts to get full (I usually let it get up to 100 to 200 saves) move all but your most recent saves to a backup folder outside of the game's saves folder (I have a separate hard drive for backups). You'll be able to tell your saves folder is too full when menus start getting sluggish opening.
  8. Definitely not vanilla behavior. You'll need to look through your installed mods to figure out which one is the culprit. Note that in vanilla Oblivion there is a bug that affects weapons and armor stored in containers ... once you have the expert perk and can repair things to 125% if you store items repaired beyond 100% in a container some will "disappear" from the list of items in that container. The missing items are still there, just not displayed in the list (which is of no help if you're looking for where you put JoesReallyReallyCoolSword or similar). The options are to Take All and find your "missing item" in your player inventory or never store items repaired beyond 100%. To get an item that is repaired beyond 100% back down to 100% simply go to a blacksmith with the over-repaired item and at least one item whose condition is less than 100% and select Repair All from the blacksmith's menu.
  9. Try BBB DeadlyReflex6UnnecessaryViolenceII CompatibilitySkeleton (if you don't want BBB just don't install any BBBed animation replacers).
  10. Not really, as in the least case (of which your's is an example) you need the ESP to get the game to recognize and assign a baseID to the item, even if you don't physically put one into the game world. I have a MyGeneralTweaks.esp that is a collection of items added to the game, tweaks to various NPCs etc. It's only one ESP slot, and if you create a container in one or more of your vanilla houses it gives you a spot to dump those extra items you want in the game without needing to worry about it disappearing into the sidewalk or rolling down a hill (actually doesn't even need to be in a house ... anywhere you want will do).
  11. The baseID (aka Form ID) that you find in the CS doesn't take into account where your mod loads in your load order. When you look at the baseID in the CS with your mod loaded it will always start with "01" ( e.g. 010005b7). What you need to do is change the first two digits to the hexadecimal number assigned to your mod according to load order. As you are already using Wrye Bash the simplest way for you is to simply get that from your WB load order list (it's displayed to the left of the mod name in the list ... 30th mod in the list would be 1e for example). Then just change the first two digits with your hexadecimal load order number (in my example above the 010005b7 would become 1e0005b7 if your mod was 30th in the mod list). - Edit - Also note you need the baseID ... it's found in the collapsed column second from the left most column in the CS Object window (just to the right of the Editor ID column).
  12. From what I see on the Realtek readme for the latest version it seems you have the latest version driver installed then and your ALC889 is listed as supported. Don't know what else to suggest.
  13. Sounds like the A-Bomb bug. I use OAF - Oblivion Animation fixer myself. Note that if you use OBSE you'll also need to rename a copy of the OBSE co-save to match the fixed OAF save. Example ... if you use OAF to fix a save named MySave07.ess it will create a fixed save named OAF_MySave07.ess ... you need to rename a copy of the OBSE co-save MySave07.obse to OAF_MySave07.obse (takes longer to describe than to do). Also note that the A-Bomb will come back after you've played along for a while. The Legion rider's troches make a good tell-tale when it's just starting (their flames start trailing lazy wisps). Just run OAF again and you're good to go for a while longer.
  14. The latest version of the Realtek drivers is R2.73 (you should be able to find the version number you currently have through either the Realtek control panel or Device Manager). Thing I don't like about anything that automatically does anything (e.g. update drivers) is when I manually update something and then my machine starts doing something I know what I've just done and can start troubleshooting. When something is given free reign over my machine and can do whatever it feels like whenever it feels like and suddenly my machine isn't working right I have to sort through a plate of noodles looking for where to start.
  15. Best source for how to use OBMM is the Help menu topic, top right corner.
  16. Realtek will be the sound. It's onboard audio chips that mostly use your CPU for sound processing. You can identify which particular Realtek chipset you have either through Device Manager or look for the Realtek control panel applet in your Control Panel. You can download the latest drivers for it at Realtek Downloads. Click through "High Definition Audio Codec (Software)" (unless you have an old AC'97 chipset) and then after accepting the agreement you select the closest download site for you that goes with the version you need (32 bit operating system or 64 bit OS). The newest version of their drivers will uninstall your old one for you (if I recall correctly ... my non-gaming laptop uses Realtek but I haven't updated in a while). If you've never updated the drivers before it could be that the old Realtek drivers aren't getting along with your new nVidia driver from your new video card.
  17. You could look in Control Panel > System > Device Manager > Sound, video and game controllers (at least that's where in WinXP ... should be similar in Win 8, Win 7 or Vista).
  18. The rule of thumb when installing mods is ... install one mod, test in game thoroughly. If all is well install one more mod. Makes troubleshooting trivial (add one mod to a working game and it breaks it's pretty simple where to start troubleshooting). That said, crashing at game start often indicates a missing master (i.e. one of the mods is missing a mod that it requires to run).
  19. Are you using a sound card or on-board sound on the mother board (and exactly what make and model in either case)?
  20. What happens if you try BBB DeadlyReflex6UnnecessaryViolenceII CompatibilitySkeleton?
  21. The issue with having hundreds of saves in your save folder isn't a corruption issue as much as a menu loading time issue. If you find that you are getting CTDs while autosaving then disable all autosaves. In Oblivion.ini change bSaveOnTravel=1 bSaveOnWait=1bSaveOnRest=1 to bSaveOnTravel=0bSaveOnWait=0bSaveOnRest=0 The UOP fixes a huge number of things that Bethesda couldn't be bothered to fix, even in the 1.2.0416 patch (floating rocks and trees, broken NPC AI, quests that had problems if not completed in just a certain manner etc). The key to keeping the UOP compatible with other mods is to make sure it's higher in your mod list than any other mod that may want to change any of the same things (lowest on the load order wins). The UOP doesn't increase risk to your saves any more than any other mod.
  22. What form of archive invalidation do you use? What format is your replacement sound?
  23. What happens if you install Coronerras' Maximum Compatibility Skeletons?
  24. Nice Bess ... your link twigged something for me (I knew there was a reason I'd keep coming back to look at this thread). From the UESP Wiki walkthrough for the Miscarcand quest Bugs section:
  25. Wouldn't you be better served by posting this question on a Nexus Mod Manager forum? Nexus Mod Manager isn't widely used for Oblivion modding because it has a rather spotty record of success with Oblivion mods. It will work fine for many of the simpler type mods but fails miserably for all but a few of the more complex to install ones.
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