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DragonKnightBob

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Everything posted by DragonKnightBob

  1. Hi All, Slowly putting together my mods and noticed a pretty glaring incompatibility between Companion Jasmine and Morrowind Rebirth, and I couldn't find a patch. The way I have it right now, it is least-intrusive to have Jasmine load first, and with this, her house floats in mid air. I tried creating a compatibility patch, where I'd just lower her house into the ground; nothing too crazy, but when I load it up, everything I've touched is duplicated. For instance, if I lower the door frame with the stepping stones attached into the ground, I get one at the height I want, and a second one floating where the original mod puts it. This is really frustrating, and I don't understand what I'm doing wrong. Currently I'm just manually lowering Jasmine's house into the ground in her own mod, and flying blind as to where the Rebirth ground will be. very trial and error, but no duplication issue. I know this has to have happened before; any pro's available to help a noob out? Goal is to release the patch eventually so everyone can use the two mods together. Thanks!
  2. Having the same problem; I think it has something to do with either Adash city of magic, or Younger Hotter NPCs, not sure which. If I figure it out I'll let you know what my solution was. EDIT: Solved it. Open up your bashed patch in TESEDIT and wait til it loads up all the masters before it. Go to race, find Argonian and Argonian female. Remove them both. Presto! Still don't know if that'll have any effects for the race balancing project or other mods that affect Argonians, but for the time being all appears to be well.
  3. I have 915 hours in Oblivion with one character on my fully modded setup. Currently for staying power, definitely got to give it to Oblivion, though when Skyrim gets more mods for it I'll have to swing.
  4. I appreciate the help :P so don't worry about missing DR6. It seems like most people who have these issues just downgrade to DR5 so they can have their eyecandy, while I'm stubborn. I never actually used DR5; I got in on the oblivion modding train late, so I ended up going straight to 6. If I can't get your suggestion to work with the renaming of the skeletonbeast.nif, I may try downgrading to DR5 and switching skeletons altogether; then I'll be able to run a whole new wing of mods that require a more advanced rig. I'll try switching the beast skeleton around tonight and see what happens. Thanks! EDIT: Yeah, unfortunately the switch of the skeleton just caused the game to crash on load. I think I'm going to have to downgrade to DR5 unless someone else knows of a DR6 compatible skeleton.
  5. Hello all, I've been having some small issues with mesh/texture tearing in my game, and I have yet to figure out a way to fix it. Most of these aren't that irritating, but yesterday I ran into one that's driving me up the wall. If anyone has solved one or both of these problems, I'd appreciate the help. Article #1 - Clannfear heads. Their heads stretch infinitely in whatever direction they're looking (Which is usually at me). This problem is described as being an issue with MMM, where the fix is suggested to delete the clannfear skeleton.nif, and the game will be forced to use the old one. However, when I did so, about 1/4 of all the clannfears in my game are now headless. Not that irritating, but still. Article #2 - The Sundered Keep - Admiral Duvalier's coat. Apparently it's rigged to the tail bone of your skeleton, which I don't have because I'm a Breton, and so it flies crazily around and looks terrible. I'm using the DR6 replacement skeleton that you get when you install that mod. Does anyone know of a skeleton that adds a tail bone to everyone, while still being compatible with DR6? Thanks in advance to anyone who can help me.
  6. EDIT: I fixed it. *Sigh* It's a missing mesh. I unpacked Oblivion - Meshes from the BSA into the folders, and everything's hunky dory now. Hello again all. I'm currently running through the Verona House Bloodlines quest, and I've hit something incredibly odd. (Spoilers ahead) I've reached Mirandahal, and it appears that certain sections of the ruin were accidentally deleted from the construction set the last time someone worked on it. it seems to be this one particular tile; a narrow hallway with a lower wall attached. I'll be running along and poof! All of a sudden the ground vanishes, only to pick up a few feet later as though everything was normal. I've watched the online walkthrough for the mod, and this never happened to them. Is this a glitch that's crept into the most recent version of the mod? Or has my installation gotten broken somehow? Any help would be appreciated; I can barely jump the gap, but it's annoying having to resummon all my companions once I cross the gap. Pictures below. http://i594.photobucket.com/albums/tt29/DragonKnightBob/2012-06-17_00003.jpg http://i594.photobucket.com/albums/tt29/DragonKnightBob/2012-06-17_00009.jpg I'm assuming if it's a problem with the mod, I'll just have to grin and bear it, as it's no longer being updated, but I'd really just like to know. I'm using the most recently updated version of the Arthmoor Patch, as it was being updated right until 2011. However, I checked both his patch and the 2008 version by Dawson.Tom in the construction set, and damned if both versions don't have the same missing tile set.
  7. Heylo, Gents and Gentesses... it's time to play our favourite game, Let's Find the Culprit! (This game contains spoilers for the last two Main Quests). I encountered a large rash of problems back to back, and I'm trying to figure out what caused them. I eventually ended up consoling past most of the problems and carrying on, but I'm trying to track them down after the fact. I bought a friend of mine Oblivion for his Birthday, and am modding it for him, so if I can spare him the massive Immersion whack I took last night, I'd like to (by not installing the mods that caused these problems). The problems are as below: 1) I completed 'Great Gate' just fine, however when I returned to the real world and returned to Bruma, my statue was standing 'at ease', rather than holding up his sword like he would in Vanilla. I suspect that might have something to do with my installation of Deadly Reflex 6 and DMC stylish combat animations, as they replace many vanilla idles. Not really an issue, but I'm curious to what caused it. 2) Afterwards, I went to Cloud Ruler Temple to start 'Paradise'. When I arrived, Martin was nowhere to be found! I looked at my map, and it turned out he had travelled all the way down to Skingrad, to Bloodcrust Cavern. When I went there, he spoke as though he was on his way to Cloud Ruler, but instead spent his time pacing back and forth in the cave. 3) I eventually managed to get him to stay in Cloud Ruler by 'recruiting' him through the Enhanced Daedric Invasion, and asked him to open the portal to Paradise. Instead of doing so, he simply popped into follow mode. I didn't interfere with Dagon Shrine at all either, so I dunno what could be causing it. So anyhow, I consoled to the next stage, COC'ed to Paradise, and continued as normal. 4) Everything was normal until Light the Dragonfires, once inside the Temple of the one, I ran back and forth over the Quest Marker and waited about 5 minutes, but dear ol' Martin wouldn't initiate conversation with me. So, once again to the console I went and forced him to initiate the conversation. Once he finished talking, he SHOULD walk to the center of the temple, and then everything goes pear-shaped (You know what I mean if you've seen it). He didn't, and I had to console activate the animation, which took place where he stood beside me. Then, it looks like everything is going to continue smoothly from here on out. Anyhow, that's that! I've not added any new mods for at least a month, though I did update Better Cities and All Natural about a week ago. In addition, this is the only instance of the Main Quest being interrupted (I assume by a mod) that has happened thus far. I've attached my load order again, and if anyone could help me out, I'd appreciate it. Another Nexus user several months ago believed the Paradise glitch where Martin travels to Bloodcrust Cavern was caused by Starx Vanilla Vampires, but I deactivated that, and it didn't solve the problem. Other then that, I'm stumped! Thanks in advance if anyone has encountered and solved any of these problems.
  8. Just thought I'd post an update: I'm at about 300 hours, and the problem hasn't come back. At the time this happened, I hadn't added any new mods for about a week (Which is about 30 hours, give or take), so I don't think any of them were the root cause. To be honest, I think it was just one of those bugs that crop up once, and go away with a reload... just yesterday I was riding past the IC on the red ring road, and the lake was reflecting tree leaves like it was right next to me (instead of the LOD version of the lake). Went inside an interior cell, and poof! Back to normal. Dunno what caused it, but I'm safe for now (it seems). Thanks for all the suggestions, folks!
  9. I'm just a little confused, so I thought I'd got some clarification before I begin modding. I'm thinking about starting a project that would have a scripted music score in it, primarily made up of tracks by Two Steps From Hell, but I noticed the other day that a nexus user (faders111) got banned for uploading music from them without obtaining permission. So I figured that my idea was bust, but happened to go on the TSFH website and under FAQS, it says as long as we're not making a profit off our actions (such as using it to advertise something you'd have to buy), and give them full credit, their permission to use is given. So I guess I should ask, is my idea still bust, or am I okay as long as I give them credits on the page for each track I use?
  10. Hello, ladies and gents! In my latest technical support curiosity, I'd love to know... am I under ABomb attack? I've read a fair bit about it, and I'd love to avoid this game-crippling bug, but if it's the savegame's time, then there's not much I can do about it. The picture below will help reference what happened: http://i594.photobucket.com/albums/tt29/DragonKnightBob/2012-03-21_00001.jpg I'm currently sitting at 260 hours (give or take), and I was just clearing out Sedor when Sonia took some heavy damage, necessitating the use of a healing potion or something. The swirly animation carried through to completion, and then stuck when it should have started dissipating. We ran around for a few minutes, and the halo of healing energy stayed present. I re-summoned her a half dozen times, and each time it stuck again. So I saved and ran the Oblivion Animation Fixer. Loaded back in... problem persists. Closed back out, this time running Wrye Bash's Abomb fixer... (was at 68%). Loaded back in... problem persists! So now I'm growing concerned, so I ran the Abomb fixer on the latest save before the problem occurred, loaded the game, and viola! No problem (yet). So my tech support question for the gurus out there is, is this a sign of the Abomb, or some other random glitch that acts similar, but has different causes? And if this is a sign of Abomb attack, are there any other tools out there I should try to locate that might work better than OAF or Wyre Bash? (Alright... so that's more like two questions... and a half.) EDIT: I suppose I should add; the only reason why I'm asking is because while the problem is fixed (for now), I'd like to see if there's a better way of handling this, as the next time, I might not be so lucky!
  11. Well, managed to somehow fix my problem in the long run; after the reinstall just trying to figure out how to stop the new stuttering issue I'm having... OSR must not be perfectly happy with its new settings.
  12. Just in case anyone was wondering, I tracked down the culprit; it's the latest version of The Sundered Keep. There's a wild edit in there that does something to the arena wall.
  13. Fair enough... I guess what I could try for a starter is re-installing stuff like Cobl Cosmetics and the files for the Race Balancing Project... maybe I'll get lucky. Barring that, when I decide to try a new game I just reinstall everything. I'd just rather not. EDIT: Weeell, I managed to fix half my problems; I figured out that I had to change the file date on the original bsa's that come with the game to get most of my updates back; still dunno what's causing the problem at hand though. I dunno what would even add ears like that. The other odd bit is that they look fine in the race gen menu, but after I build my character, this happens. And to top it off, I took my bald pointy eared character to the testinghall and turned him into a vampire... and his hair and ears changed back to normal. In the immortal words of thousands around the world: WTF? 2nd EDIT: Also noticing a marked increase in CTD's when trying to save. 3rd EDIT: ANNND that's torn it; tried backing up my .ini file and now every time I try to load my game it crashes. Fresh install ahoy!
  14. Ok, that makes sense, though I also ran through OBMM's BSA redirection, did the update, etc, and the problem wasn't solved. If you think that's the issue though, here's an alternative question; does BSA redirection only work with mods installed through OBMM? because I have a few that I installed manually, that I could create OMODS for if necessary. Also, I suppose I should have mentioned it before, but my old character has a full head of hair and normal ears, and is completely playable... dunno why it's only happening with new characters.
  15. Hello once again fellow Modders! It seems like no sooner do I fix one problem, I cause myself another one... one of the dangers of never being able to leave anything alone, I guess. So here's the problem: I ran ArchiveInvalidationInvalidated, and then re-installed Francesco's Optional Items/Monsters to register it back in my .ini file. Everything seemed all fine and dandy until a short while later I had an error with another mod's armor texture. To attempt a fix, I started a new character rather than bugtest with my usual one, and this is when I noticed something big was wrong. My test character is always the base Imperial; default everything, standard hair, and whatever eye set pops up first. So this means I picked the Vanilla 'Natural' hairstyle for him. However, once I got in game, he looked like this: http://i594.photobucket.com/albums/tt29/DragonKnightBob/2012-02-27_00001.jpg I've heard of people having issues with Ren's Beauty pack causing people to go bald, but I don't have anything other than the textures and meshes installed from the 'only hairs' section. In addition, when I tried activating the 'onlyhairs.esp' file, he was still bald. I have NO idea where the ears are coming from, but every character I tried, stock or custom, had them. Call me suspicious, but I think it has something to with ArchiveInvalidationInvalidated, but I don't seem to be able to googlefu the answer. And the worst part, is I followed their suggestion and deleted ArchiveInvalidation.txt, so I can't even try a rollback to older files. I've attached my load order as well; any insights or suggestions towards fixing this problem would be greatly appreciated!
  16. Unless I'm mistaken, that's alive waters doing that for you; it's actually supposed to be under water as a form of submerged loot, but every once in a while the spawn for Alive Waters will put things on land near the water rather than in it; I've run across numerous Slaughterfish bouncing up and down on that bridge for the same reason.
  17. Managed to get it fixed! Thanks for the suggestions; I did a clean save without streamline, then when I reinstalled it I set Auto FOV on. Problem solved.
  18. You're right; I was going to add it to paint and put a big red box around the problem, but I got lazy. The second photo shows how there's textures (walls, floor, etc), and then there's this big blue blob in the center of the screen, like an impenetrable layer of fog (but it's like the game just stops rendering everything after that point... you can tell best with the ceiling. Travelling away from the camera there's a stretch of normal texture, then wham. Nothing. The aylied chandelier is hanging in the middle of it, if that helps). If there's an enemy behind that wall of 'fog', he still acts as normal, but I can't see anything past a certain point. The original picture was to illustrate how, in a loooong hall, you could see from one to the other end with no problems. After about 5 minutes playing though, the wall of fog drops down about 200 ft on every side of me. I'll try the backup ini; I've had to reinstall my game enough times by now to back everything up. I also alleviated the problem a bit by turning Auto FOV on, to at least stop the fog from dropping every time I go into a conversation window, though it still happens after a few minutes on its own.
  19. ... literally! It's like my world just ends, and I dunno what's causing it. I'll start off playing, and it looks like this: http://i594.photobucket.com/albums/tt29/DragonKnightBob/2012-02-23_00004.jpg But I'll get really involved, maybe run through a fight or two, and turn around and this big expansive cavern/ruin I was in suddenly turns into this: http://i594.photobucket.com/albums/tt29/DragonKnightBob/2012-02-23_00003.jpg I'm posting this in mod talk because I'm assuming it's Streamline's doing; every time this happens, I click a half dozen buttons in Streamsight, and it goes back to normal. The weird bit though, is that this is still happening with streamsight deactivated. So I have no idea why this is happening, but it's a big immersion killer. Any suggestions on what I can do to solve this? EDIT 1: It also seems to happen whenever I get in a fight; I offered to Vilja that we practice our skills and it immediately dropped into place. I tested it again and it happened when I went into conversation with her.
  20. Both, actually; I have Deadly Reflexes 6 installed, and I've managed to make both Unholy Darkness and Starx Vanilla Vampires (With exploding vampires of doom) play nice together. Unfortunately, here's the kicker; I was having both of these issues prior to installing the 3 above mods. It happens most often in the case of the Daedra; it's only happened twice (In about 80 hours of playing now) for vampires, though I did only notice the vamp dust after OVBE was installed. Also, I gotta ask; are Vampire Horses your doing, Mr Brasher? I laughed when I came out and saw one beating up my horse. I'm slowly and step by step cleaning my mods, so hopefully it'll get fixed; for now I'll just behave and only take one of each off a corpse. If I had to take a guess, I'm wondering if it's a glitch in the 'death item' script you can find in the construction set; something might be causing it to multiply out of control in one of the other 250+ mods I have installed.
  21. Thanks for the reply; I did as suggested and that seems to be the problem. I dragged them forward a bit and made sure they weren't inside any other bubbles for other objects and now they open perfectly. And now, because I don't want to start another thread, here's another question for the masses that may be able to help :P I've got the Enhanced Daedric Invasion and Order of the Virtuous Blood installed, both of which who add new Daedra/Vampires to Tamriel in decent quantities. Every once in a while though, I'll encounter something odd; the Dremora/Vampire, once killed, has over 100 of it's death item (Either the hearts, or vampire dust). Now, the hearts aren't that ridiculously game breaking, but I just picked up 114 Vamp dusts off one corpse, and that sounds pretty wild to me! Does this sound like a regular PC problem, or a mod one?
  22. Hi folks, just encountered an odd error while I was trying to do some tweaking to some mods that I downloaded. I have both of the AT-002 Shiki armor sets installed, but when I show up in the market district (I also have the full better cities installed), they're hovering in mid-air in the new alcoves created by BC. Now, I've made a few tweaks here and there to other mods, so I figured this would be a piece of cake; drop them down to ground level, and move them over to the inner wall. My problem though, is that I can't open the chests anymore! As in no hand icon or anything; it's like they're a part of the wall. So I jacked them up to about 3 ft off the ground, and they open again! Anyone have any idea why this could be?
  23. EDIT: Annnd if a moderator wants to delete this, they can. The problem mysteriously cured itself. So I ran into an odd one today, which I'm not sure what caused it. I've been using the bashed patch for a while now, and it's usually pretty simple; make sure the load order is right, rebuild patch, rerun tes4lodgen, etc. Today though, I've installed Oblivion XP Update (Loving it, by the way), and so naturally rebuilt my bashed patch just in case anything needed to go through. However afterwards, I noticed that FCOM Bob's Guard Unity was unchecked, and inactive. In addition, it's green. It's always merged in before, but not this time. I tried checking it; Wrye Bash told me it needed to be deactivated to merge, I let it do so, rebuilt the patch... and it's still inactive (Not merged, imported, or virtually active). I dunno why it's doing this; I also have the same problem with a hair esp I got for Vilja; green and mergeable, but won't actually merge, or stay active. So my main question is, what does Bob's FCOM Diversity esp do, and do I really need it? (I also run FCOM Diverse Guard Unity, and those two seem to go hand in hand). I can't find a description of what it does; the Dev Akm site just says that if I use Bob's Armory and Diverse Guard unity, I want this patch. Thanks!
  24. So a quick update: Tried moving those files, and nothing changed; I suspect that they may be involved with Bartholm or the Kvatch Rebuilt arena, though why it says chorrol arena is beyond me. Also used the flying cam and toggled clipping off to get a good look at the opposite side, and unfortunately they're just as clear both ways through. What IS odd though is that there's an invisible wall that stops me from falling off the edge of the ground into the blue space, so I'm thinking the missing outer wall is a texture now. The gate on the other hand, is missing both mesh and texture, because I can enter the arena before the gate drops through that gap. Lastly though, and here's the kicker; ICarena and the door that spits me out of the bloodworks are not the same spot. I tested it once I had a match, with an opponent charging towards me that I quickly toggled coc icarena (Which should have just put me a foot behind him). When I loaded out, he was gone. I think the game references the arena as something different than when an arena has a fight going. Anyhow, I'll keep plugging away at it; maybe someone whose had this problem will spot this thread and be able to fix it; and I also intend to try cleaning my mods, as that might have something to do with it too.
  25. Made me laugh out loud. My thoughts exactly; My rig is mid to low range on the market right now with a 5770, and it runs Skyrim at about Medium with no hiccups. I've been pc gaming for years now, and I've learned a valuable lesson to avoid disappointment; Pick up a game, enjoy it, and whenever your next natural PC buy occurs, boot the game up again and marvel at how far it's come. Case in point; my PC would barely run Half Life 2 when it first came out; I bought the one 3 years ago that came before this one, and had a blast with it. The same is true for Oblivion here; last rig barely, this one fairly well, and the next one should blow it out of the water. Skyrim will be no different.
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